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Published by adamhotrodhess, 2018-04-10 12:18:55

Player's Handbook

Player's Handbook

Channel Divinity: Feat Power

Raven Queen’s Blessing

The Raven Queen grants a boon to those who send the dead on
their way.

Encounter ✦ Divine, Healing

Free Action Ranged 10

Trigger: Your attack drops an enemy within range to 0 hit

points or fewer

Effect: You or an ally within 5 squares of the enemy can

spend a healing surge.

Special: You must take the Raven Queen’s Blessing feat to

use this power.

Ritual Caster

Prerequisite: Trained in Arcana or Religion
Benefit: You can master and perform rituals of
your level or lower. See Chapter 10 for information on
acquiring, mastering, and performing rituals. Even
though some rituals use the Heal skill or the Nature
skill, the Arcana skill or the Religion skill is required
to understand how to perform rituals.

Sehanine’s Reversal [Divinity]

Prerequisites: Channel Divinity class feature,
must worship Sehanine

Benefit: You can invoke the power of your deity to
use Sehanine’s reversal.

Channel Divinity: Sehanine’s Reversal Feat Power

Sehanine’s blessing turns the powers of your enemies against
them.

Encounter ✦ Divine

Quick Draw No Action Ranged 5

Prerequisite: Dex 13 Trigger: You roll a natural 20 on a saving throw
Benefit: You can draw a weapon (or an object
stored in a belt pouch, bandolier, or similar container, Effect: Choose an enemy within range; that creature gains
such as a potion) as part of the same action used to
attack with the weapon or use the object. the condition you just saved against.
You also gain a +2 feat bonus to initiative checks.
Special: You must take the Sehanine’s Reversal feat to use
Raging Storm
this power.
Prerequisites: Con 13, Dex 13
Benefit: You gain a +1 feat bonus to damage rolls Shield Proficiency (Heavy)
when you use a power that has the lightning or thun-
der keyword. Prerequisites: Str 15, Shield Proficiency (Light)
At 11th level, this bonus increases to +2. At 21st Benefit: You gain proficiency with heavy shields.
level, it increases to +3.
Shield Proficiency (Light)
Raven Queen’s Blessing [Divinity]
Prerequisite: Str 13
Prerequisites: Channel Divinity class feature, Benefit: You gain proficiency with light shields.
must worship the Raven Queen
Shield Push [Fighter]
Benefit: You can invoke the power of your deity to
use Raven Queen’s blessing. Prerequisites: Fighter, Combat Challenge class
feature

Benefit: If you hit a foe with an attack granted by
your Combat Challenge class feature, you push the
target 1 square after dealing damage.

Special: You must carry a shield to benefit from
this feat.

FRANZ VOHWINKEL

CHAPTER 6 | Feats

200

Skill Focus H E R O I C T I E R F EAT S

WILLIAM O’CONNOR Prerequisite: Training in chosen skill Weapon Proficiency
Benefit: Choose a skill in which you have training.
You have a +3 feat bonus to checks with that skill. Benefit: You gain proficiency in a single weapon of
Special: You can take this feat more than once. your choice.
Each time you select this feat, choose a different skill.
Special: You can take this feat more than once.
Skill Training Each time you select this feat, choose another weapon.

Benefit: You gain training in one skill. The skill Wintertouched
need not be on your class skill list.
Benefit: When attacking a creature that is vulner-
Special: You can take this feat more than once. able to cold, you gain combat advantage when you use
Each time you select this feat, choose a skill in which a power that has the cold keyword.
you are not trained.
CHAPTER 6 | Feats
Sure Climber

Prerequisite: Trained in Athletics
Benefit: A successful Athletics check allows you to
climb at your normal speed, rather than half speed.
You also gain a +1 feat bonus to Athletics checks.

Surprise Knockdown [Rogue]

Prerequisites: Str 15, rogue
Benefit: If you score a critical hit while you have
combat advantage, you knock the target prone.

Tactical Assault [Warlord]

Prerequisites: Warlord, Tactical Presence class
feature

Benefit: When an ally who can see you spends an
action point to make an attack, the attack’s damage
roll gains a bonus equal to your Intelligence modifier.

Toughness

Benefit: When you take this feat, you gain addi-
tional hit points. You gain an additional 5 hit points at
each tier of play (at 1st, 11th, and 21st level).

Two-Weapon Defense

Prerequisites: Dex 13, Two-Weapon Fighting
Benefit: While holding a melee weapon in each
hand, you gain a +1 shield bonus to AC and Reflex.

Two-Weapon Fighting

Prerequisite: Dex 13
Benefit: While holding a melee weapon in each
hand, you gain a +1 bonus to damage rolls with your
main weapon.

Weapon Focus

Benefit: Choose a specific weapon group, such
as spears or heavy blades. You gain a +1 feat bonus
to damage rolls with your chosen weapon group. At
11th level, this bonus increases to +2. At 21st level, it
increases to +3.

Special: You can take this feat more than once. Each
time you select this feat, choose another weapon group.

201

Paragon Tier Feats Combat Anticipation

Any feat in the following section is available to a Benefit: You gain a +1 feat bonus to all defenses
character of 11th level or higher who meets the against ranged, area, and close attacks.
prerequisites.
Combat Commander [Warlord]
Action Recovery [Human]
Prerequisites: Warlord, Combat Leader class
Prerequisite: Human feature
Benefit: When you spend an action point to gain
an extra standard action, you can immediately roll a Benefit: The bonus to initiative granted by your
saving throw against each condition affecting you that Combat Leader class feature is now equal to your
a save can end. Charisma modifier or your Intelligence modifier,
whichever is higher.
Agile Athlete
Danger Sense
Benefit: When you make an Acrobatics check
or an Athletics check, roll twice and use the higher Benefit: When you make an initiative check, roll
result. twice and take the higher of the two rolls.

Arcane Reach Deadly Axe

Prerequisite: Dex 15 Prerequisites: Str 17, Con 13
Benefit: When using a close arcane attack power, Benefit: You treat all axes as high crit weapons.
you can choose a square within 2 squares of yours as
the origin square. The power still follows the rules for Defensive Advantage
close attacks.
Prerequisite: Dex 17
Armor Specialization (Chainmail) Benefit: When you have combat advantage against
an enemy, you gain a +2 bonus to AC against that
Prerequisites: Dex 15, training with chainmail enemy’s attacks.
Benefit: You gain a +1 feat bonus to AC while
wearing chainmail. You reduce the check penalty Devastating Critical
incurred by chainmail by 1.
Benefit: When you score a critical hit, you deal an
Armor Specialization (Hide) extra 1d10 damage.

Prerequisites: Con 15, training with hide armor Distant Shot
Benefit: You gain a +1 feat bonus to AC when
wearing hide armor. You reduce the check penalty Benefit: You ignore the –2 penalty for making
incurred by hide armor by 1. ranged attacks at long range.

Armor Specialization (Plate) Dwarven Durability [Dwarf]

Prerequisites: Con 15, training with plate armor Prerequisite: Dwarf
Benefit: You gain a +1 feat bonus to AC when wear- Benefit: Increase your number of healing surges by
ing plate armor. two and your healing surge value by your Constitution
modifier.
Armor Specialization (Scale)
Empowered Dragon Breath
Prerequisites: Dex 15, training with scale armor [Dragonborn]
Benefit: You gain a +1 feat bonus to AC when
wearing scale armor. You ignore the speed penalty Prerequisites: Dragonborn, dragon breath racial
normally incurred by scale armor. power

Back to the Wall Benefit: Use d10s for the damage roll of your
dragon breath power instead of d6s.
Benefit: Whenever you are adjacent to a wall, you
gain a +1 bonus to melee attack rolls, melee damage Evasion
rolls, and AC.
Prerequisite: Dex 15
Blood Thirst Benefit: When an area or close attack target-
ing your AC or Reflex defense misses you but deals
Benefit: You gain a +2 bonus to melee damage rolls damage on a miss, you take no damage from the
against bloodied foes. attack.

CHAPTER 6 | Feats

202

Feywild Protection [Eladrin] PA R AG O N T I E R F EAT S

Prerequisites: Eladrin, fey step racial power
Benefit: When you use your fey step power, you
gain a +2 bonus to all your defenses until the end
of your next turn.

Fiery Rebuke [Tiefling]

Prerequisites: Tiefling, infernal wrath racial power
Benefit: When you use your infernal wrath power
and hit with an attack, the target takes fire damage
equal to 5 + one-half your level in addition to any other
damage the attack deals.

Fleet-Footed

Benefit: You gain a +1 feat bonus to your speed.

Great Fortitude

Benefit: You gain a +2 feat bonus to your Fortitude
defense.

Hammer Rhythm

Prerequisites: Str 15, Con 17
Benefit: If you miss with a melee attack with a
hammer or a mace and you wouldn’t otherwise still
deal damage on the miss, you deal damage to your
original target equal to your Constitution modifier.
This damage receives no modifiers or other benefits
you normally gain to weapon damage.

Heavy Blade Opportunity

Prerequisites: Str 15, Dex 15
Benefit: When you make an opportunity attack
with a heavy blade, you can use an at-will attack that
has the weapon keyword instead of a basic attack.

Improved Second Wind

Benefit: When you use your second wind, you heal
an additional 5 hit points.

Inescapable Force

Benefit: When you use a power that has the
force keyword, you deal full damage (instead of half
damage) against insubstantial creatures, and that
power deals an extra 1d10 damage to such creatures.

Iron Will

Benefit: You gain a +2 feat bonus to your Will defense.

Lasting Frost

Benefit: Any target you hit with a power that has
the cold keyword gains vulnerable cold 5 until the end
of your next turn.

LEE MOYER CHAPTER 6 | Feats

203

PARAGON TIER FEATS Prerequisites Benefit
Name Human Gain extra saving throws by spending action point
— Roll twice with Acrobatics and Athletics checks
Action Recovery Dex 15 Choose square within 2 as origin with close attack power
Agile Athlete Dex 15, training with chainmail +1 to AC with chainmail, reduce check penalty by 1
Arcane Reach
Armor Specialization Con 15, training with hide armor +1 to AC with hide armor, reduce check penalty by 1
Con 15, training with plate armor +1 to AC with plate armor
(Chainmail) Dex 15, training with scale armor Ignore speed penalty of scale armor
Armor Specialization (Hide) — +1 to melee attack, damage, AC when adjacent to a wall
Armor Specialization (Plate) — +2 to damage against bloodied foes
Armor Specialization (Scale) — +1 to defenses against ranged, area, close attacks
Back to the Wall Warlord, Bonus to Combat Leader equals Cha or Int modifier
Blood Thirst Combat Leader class feature
Combat Anticipation — Roll twice for initiative, use the higher result
Combat Commander Str 17, Con 13 Treat all axes as high crit weapons
Dex 17 +2 AC when you have combat advantage against enemy
Danger Sense — Deal additional 1d10 damage on a critical hit
Deadly Axe — Ignore –2 penalty for long range
Defensive Advantage Dwarf Increase number of healing surges, healing surge value
Devastating Critical Dragonborn, Dragon breath uses d10s
Distant Shot dragon breath racial power
Dwarven Durability Dex 15 No damage from missed area or close attack
Empowered Dragon Breath Eladrin, fey step racial power +2 to defenses when you use fey step
Tiefling, Cause fire damage with infernal wrath
Evasion infernal wrath racial power
Feywild Protection — +1 to speed
Fiery Rebuke — +2 to Fortitude defense
Str 15, Con 17 Damage with hammer or mace on a miss
Fleet-Footed Str 15, Dex 15 Use at-will power with opportunity attack
Great Fortitude — Heal 5 additional damage with second wind
Hammer Rhythm — Force powers ignore insubstantial, deal additional
Heavy Blade Opportunity damage
Improved Second Wind
Inescapable Force

Light Blade Precision Mettle

Prerequisites: Dex 13, Small or Medium size Benefit: When an area or close attack targeting
Benefit: You gain a +2 bonus to damage rolls with your Fortitude or Will defense misses you and still
light blades against Large or larger targets. deals damage on a miss, you take no damage from the
attack.
Lightning Arc
Point-Blank Shot
Benefit: When you score a critical hit with a power
that has the lightning keyword, you can choose to treat Benefit: If you make a ranged attack against a foe
the attack as a normal hit instead of a critical hit. If within 5 squares of you, your attack ignores cover and
you do, choose another target within 10 squares of concealment, including superior cover but not total
the original target that was not already targeted or concealment.
affected by the power. That target takes damage equal
to the damage dealt to the original target. Polearm Gamble

Lightning Reflexes Prerequisites: Str 15, Wis 15
Benefit: When a nonadjacent enemy enters a
Benefit: You gain a +2 feat bonus to your Reflex square adjacent to you, you can make an opportunity
defense. attack with a polearm against that enemy, but you
grant combat advantage to that enemy until the end of
the enemy’s turn.

CHAPTER 6 | Feats

204

PARAGON TIER FEATS CONT. PA R AG O N T I E R F EAT S

Name Prerequisites Benefit
+2 to Will defense
Iron Will — Target hit with cold power gains vulnerable cold 5
+2 damage against Large or larger targets
Lasting Frost — Affect second target with lightning power on critical hit
+2 to Reflex defense
Light Blade Precision Dex 13, Small or Medium size No damage from missed area or close attacks
Ignore cover and concealment within 5 squares
Lightning Arc — Make opportunity attack against adjacent enemy
Target hit with psychic power takes –2 on
Lightning Reflexes — next attack roll
Add 1 to size of blast or burst with thunder keyword
Mettle — No attack penalty to ranged attacks after you run
Deal Dex modifier damage on miss
Point-Blank Shot — Gain mastery with second arcane implement

Polearm Gamble Str 15, Wis 15 No penalty to Stealth with move while hiding or sneaking
Gain combat advantage over foe with lower initiative
Psychic Lock — +1 to AC and Reflex when using a shield

Resounding Thunder — +3 damage with bow against isolated target
Running Shot Elf +2 to defense after you use thunder or force power
Scimitar Dance Str 15, Dex 17 Add 1 square to distance pushed with spear or polearm
Second Implement Wizard, Arcane Implement –2 to saves against your wizard spells
Mastery class feature +3 damage with crossbow if you don’t move
Secret Stride Trained in Stealth +2 to attacks with flail against foe with a shield
Seize the Moment Dex 17 Curse the two nearest enemies
Shield Specialization Dex 15, Shield
Proficiency (Heavy or Light) Enemies denied bonus to attack from
Sly Hunter Wis 15 combat advantage
Solid Sound Con 13 Move through spaces of Large or larger creatures
Spear Push Str 15, Dex 13
Spell Focus Cha 13, wizard
Steady Shooter Con 15
Sweeping Flail Str 15, Dex 15
Twofold Curse Warlock,
Warlock’s Curse class feature
Uncanny Dodge Wis 15

Underfoot Halfling, trained in Acrobatics

Psychic Lock Second Implement [Wizard]

Benefit: Any target you hit with a power that has Prerequisites: Wizard, Arcane Implement Mas-
the psychic keyword takes a –2 penalty to its next tery class feature
attack roll.
Benefit: You gain a second Arcane Implement
Resounding Thunder Mastery class feature.

Benefit: You can add 1 to the size of any blast or Secret Stride
burst that has the thunder keyword.
Prerequisite: Trained in Stealth
Running Shot [Elf] Benefit: You do not incur penalties to your Stealth
checks if you move at full speed while hiding or sneak-
Prerequisite: Elf ing. You still take the full penalty if you run.
Benefit: You don’t take any attack penalty to
ranged attacks after you use the run action. Seize the Moment

Scimitar Dance Prerequisite: Dex 17
Benefit: During the first round of combat and
Prerequisites: Str 15, Dex 17 during surprise rounds, you automatically gain combat
Benefit: If you miss with a melee attack with a advantage over a foe whose initiative result is lower
scimitar and you wouldn’t otherwise still deal damage than yours.
on the miss, you deal damage to your original target
equal to your Dexterity modifier. This damage receives CHAPTER 6 | Feats
no modifiers or other benefits you normally gain on
weapon damage.

205

Shield Specialization Underfoot [Halfling]

Prerequisites: Dex 15, Shield Proficiency (Heavy Prerequisites: Halfling, trained in Acrobatics
or Light) Benefit: You can move through the space of a crea-
ture two or more sizes larger than you (Large or larger)
Benefit: You gain a +1 feat bonus to AC and Reflex without provoking opportunity attacks from that crea-
when using a shield with which you are proficient. ture. You don’t provoke when you leave an adjacent
square to enter the target creature’s space, or when you
Sly Hunter leave the target creature’s space to enter an adjacent
square.
Prerequisite: Wis 15 You still provoke attacks from other creatures. You
Benefit: You gain a +3 bonus to damage rolls with can’t end your move in another creature’s space.
bow attacks against any target that has no creature
within 3 squares of it. Epic Tier Feats

Solid Sound Any feat in the following section is available to a
character of 21st level or higher who meets the
Prerequisite: Con 13 prerequisites.
Benefit: Until the end of your next turn, you gain a
+2 bonus to Fortitude, Reflex, or Will after you use any Arcane Mastery [Wizard]
power that has the thunder or force keyword. Choose
the defense when you use the power. Prerequisite: Wizard
Benefit: Once per encounter, you can spend an
Spear Push action point to regain the use of a daily wizard power
you’ve already used today, instead of taking an extra
Prerequisites: Str 15, Dex 13 action.
Benefit: When you push a foe with a polearm or
spear attack, you can add 1 square to the distance Axe Mastery
pushed.
Prerequisites: Str 21, Con 17
Spell Focus [Wizard] Benefit: When you make a melee weapon attack
with an axe, you can score a critical hit on a natural
Prerequisites: Cha 13, wizard roll of 19 or 20.
Benefit: Creatures that attempt saving throws
against your wizard powers take a –2 penalty to the Blind-Fight
rolls.
Prerequisite: Wis 13 or trained in Perception
Steady Shooter Benefit: Adjacent creatures do not gain the benefit
of concealment or invisibility against you. This means
Prerequisite: Con 15 you can make opportunity attacks against creatures
Benefit: You gain a +3 bonus to damage rolls with you can’t see.
crossbow attacks if you haven’t moved since the end of
your last turn. Bludgeon Mastery

Sweeping Flail Prerequisites: Str 19, Con 19
Benefit: When you make a melee weapon attack
Prerequisites: Str 15, Dex 15 with a hammer, mace, or staff, you can score a critical
Benefit: When making a melee attack with a flail hit on a natural roll of 19 or 20.
against a foe carrying a shield, you gain a +2 bonus to
the attack roll. Epic Resurgence

Twofold Curse [Warlock] Benefit: The first time you score a critical hit
during an encounter, you regain the use of one
Prerequisites: Warlock, Warlock’s Curse class encounter attack power of your choice. If you use an
feature attack that targets multiple foes, you gain this feat’s
benefit only on the first attack roll you make.
Benefit: When you use your Warlock’s Curse class
feature, you can curse the two nearest enemies. Flail Mastery

Uncanny Dodge Prerequisites: Str 19, Dex 19
Benefit: When you make a melee weapon attack
Prerequisite: Wis 15 with a flail, you can score a critical hit on a natural roll
Benefit: Enemies do not gain the normal +2 bonus of 19 or 20.
to attack rolls against you when they have combat
advantage. Any other benefits derived from combat
advantage still apply.

CHAPTER 6 | Feats

206

EPIC TIER FEATS Prerequisites Benefit E P I C T I E R F EAT S
Name Wizard Regain daily spell by spending action point
Str 21, Con 17 Critical hit with axe melee attack roll of 19 or 20
Arcane Mastery Wis 13 or trained in Perception Adjacent creatures aren’t concealed or invisible to you
Axe Mastery Str 19, Con 19 Critical hit with bludgeoning melee attack roll of 19 or 20
Blind-Fight — Regain encounter attack power on critical hit
Bludgeon Mastery Str 19, Dex 19 Critical hit with flail melee attack roll of 19 or 20
Epic Resurgence Dex 17, trained in Acrobatics Move diagonally and through enemies’ spaces
Flail Mastery — Target illuminated with critical hit, takes radiant damage
Flanking Maneuver Str 21, Dex 17 Critical hit with heavy blade melee attack roll of 19 or 20
Font of Radiance — Decrease target’s resist fire by 20
Heavy Blade Mastery Str 17, Dex 21 Critical hit with light blade melee attack roll of 19 or 20
Irresistible Flame Str 21, Con 17 Critical hit with pick melee attack roll of 19 or 20
Light Blade Mastery Str 19, Dex 19 Critical hit with spear melee attack roll of 19 or 20
Pick Mastery Wizard Omit squares from any area or close wizard power
Spear Mastery — Target at –2 to attacks and defenses after a critical hit
Spell Accuracy Dex 19, Two-Weapon Fighting Make opportunity attack with off-hand melee weapon
Triumphant Attack Trained in Acrobatics Ignore the effect of difficult terrain on your movement
Two-Weapon Flurry
Unfettered Stride Pick Mastery

Flanking Maneuver Prerequisites: Str 21, Con 17
Benefit: When you make a melee weapon attack
Prerequisites: Dex 17, trained in Acrobatics with a pick, you can score a critical hit on a natural roll
Benefit: You can move diagonally even if a wall of 19 or 20.
corner normally blocks such movement.
You can move through enemies’ spaces. You pro- Spear Mastery
voke opportunity attacks for this movement as normal.
You can’t end your move in an enemy’s space. Prerequisites: Str 19, Dex 19
Benefit: When you make a melee weapon attack
Font of Radiance with a spear, you can score a critical hit on a natural
roll of 19 or 20.
Benefit: When you score a critical hit with a power
that has the radiant keyword, the target begins to glow Spell Accuracy [Wizard]
brightly (save ends).
Prerequisite: Wizard
The target’s space and all squares adjacent to it are Benefit: You can omit a number of squares from the
illuminated by bright light. Invisible creatures become area of effect of any of your area or close wizard powers.
visible while they are in affected squares, and attack This number can’t exceed your Wisdom modifier.
rolls against creatures in those squares take no pen-
alty for concealment. Any foe that ends its turn in an Triumphant Attack
affected square (including the original target) takes
3d6 radiant damage. Benefit: If you score a critical hit with a melee
attack, the target of your attack takes a –2 penalty to
Heavy Blade Mastery attack rolls and defenses for the rest of the encounter
(save ends).
Prerequisites: Str 21, Dex 17
Benefit: When you make a melee weapon attack Two-Weapon Flurry
with a heavy blade, you can score a critical hit on a
natural roll of 19 or 20. Prerequisites: Dex 19, Two-Weapon Fighting
Benefit: While holding a melee weapon in each
Irresistible Flame hand, if you make a successful opportunity attack with
your primary weapon, you can also make an oppor-
Benefit: Treat your target’s resist fire as 20 fewer than tunity attack with your off-hand weapon against the
normal when determining damage for your attacks. same target (but with a –5 penalty to the attack roll).

Light Blade Mastery Unfettered Stride

Prerequisites: Str 17, Dex 21 Prerequisite: Trained in Acrobatics
Benefit: When you make a melee weapon attack Benefit: You can ignore the effect of difficult ter-
with a light blade, you can score a critical hit on a rain on your movement.
natural roll of 19 or 20.
CHAPTER 6 | Feats

207

MULTICLASS FEATS

Multiclass feats allow you to dabble in the class fea- Once per encounter, you can use the paladin’s divine
tures and powers of another class. You might be a challenge power.
fighter who dips his toe into wizardry, or a warlock
who wants a smattering of rogue abilities. Each class In addition, you can use a holy symbol or a holy
has a class-specific multiclass feat that gives you access avenger as an implement when using a paladin power
to features from that class. or a paladin paragon path power.

Class-Specific Feats Warrior of the Wild

There are two restrictions on your choice of a [Multiclass Ranger]
class-specific multiclass feat. First, you can’t take a
multiclass feat for your own class. Second, once you Prerequisite: Str 13 or Dex 13
take a multiclass feat, you can’t take a class-specific Benefit: You gain training in one skill from the
feat for a different class. You can dabble in a second ranger’s class skill list.
class but not a third. Once per encounter, you can use the ranger’s
Hunter’s Quarry class feature.
A character who has taken a class-specific multiclass
feat counts as a member of that class for the purpose of Sneak of Shadows
meeting prerequisites for taking other feats and quali-
fying for paragon paths. For example, a character who [Multiclass Rogue]
takes Initiate of the Faith counts as a cleric for the pur-
pose of selecting feats that have cleric as a prerequisite. Prerequisite: Dex 13
These feats can qualify you for other feats; for example, Benefit: You gain training in the Thievery skill.
a warlock who takes Sneak of Shadows can use the Once per encounter, you can use the rogue’s Sneak
rogue’s Sneak Attack class feature, which means that Attack class feature.
he meets the prerequisite for the Backstabber feat.
Pact Initiate
Initiate of the Faith
[Multiclass Warlock]
[Multiclass Cleric]
Prerequisite: Cha 13
Prerequisite: Wis 13 Benefit: You gain training in one skill from the
Benefit: You gain training in the Religion skill. warlock’s class skill list.
Once per day, you can use the cleric’s healing word Choose a warlock pact. You gain the pact’s at-will
power. power as an encounter power, and you can pursue the
In addition, you can use a holy symbol as an imple- warlock paragon path based on that pact.
ment when using a cleric power or a cleric paragon In addition, you can use a rod, a wand, or a pact
path power. blade as an implement when using a warlock power or
a warlock paragon path power.
Student of the Sword
Student of Battle
[Multiclass Fighter]
[Multiclass Warlord]
Prerequisite: Str 13
Benefit: You gain training in one skill from the Prerequisite: Str 13
fighter’s class skill list. Benefit: You gain training in one skill from the
Choose either one-handed melee weapons or two- warlord’s class skill list.
handed melee weapons. Once per encounter as a free Once per day, you can use the warlord’s inspiring
action, you can add a +1 bonus to the next attack roll word power.
you make with a weapon of that category. Whether the
attack hits or misses, you mark the target until the end Arcane Initiate
of your next turn.
[Multiclass Wizard]
Soldier of the Faith
Prerequisite: Int 13
[Multiclass Paladin] Benefit: You gain training in the Arcana skill.
Choose a 1st-level wizard at-will power. You can use
Prerequisites: Str 13, Cha 13 that power once per encounter.
Benefit: You gain training in one skill from the In addition, you can use an orb, a staff, or a wand as
paladin’s class skill list. an implement when using a wizard power or a wizard
paragon path power.

CHAPTER 6 | Feats

208

MULTICLASS FEATS Prerequisites Benefit M U LT I C L A S S F EAT S
Name Wis 13 Cleric: Religion skill, healing word 1/day
Str 13 Fighter: skill training, +1 to attack and mark 1/encounter
Initiate of the Faith Str 13, Cha 13 Paladin: skill training, divine challenge 1/encounter
Student of the Sword Str 13 or Dex 13 Ranger: skill training, designate prey 1/encounter
Soldier of the Faith Dex 13 Rogue: Thievery skill, Sneak Attack 1/encounter
Warrior of the Wild Cha 13 Warlock: skill training, eldritch blast 1/encounter
Sneak of Shadows Str 13 Warlord: skill training, inspiring word 1/day
Pact Initiate Int 13 Wizard: Arcana skill, wizard power 1/encounter
Student of Battle Any class-specific multiclass Swap one encounter power with one of multiclass
Arcane Initiate feats, 4th level
Novice Power Any class-specific multiclass Swap one utility power with one of multiclass
feats, 8th level
Acolyte Power Any class-specific multiclass Swap one daily power with one of multiclass
feats, 10th level
Adept Power

Power-Swap Feats Acolyte Power

The Novice Power, Acolyte Power, and Adept Power [Multiclass Utility]
feats give you access to a power from the class for
which you took a class-specific multiclass feat. That Prerequisites: Any class-specific multiclass feat,
power replaces a power you would normally have 8th level
from your primary class. When you take one of these
power-swap feats, you give up a power of your choice Benefit: You can swap one utility power you know
from your primary class and replace it with a power of for one utility power of the same level or lower from
the same level or lower from the class you have multi- the class you multiclassed into.
classed in.
Adept Power [Multiclass Daily]
Any time you gain a level, you can alter that
decision. Effectively, pretend you’re choosing the Prerequisites: Any class-specific multiclass feat,
power-swap feat for the first time at the new level 10th level
you’ve just gained. You gain back the power that you
gave up originally from your primary class, lose the Benefit: You can swap one daily attack power you
power that you chose from your second class, and know for one daily attack power of the same level or
make the trade again. You give up a different power lower from the class you multiclassed into.
from your primary class and replace it with a new
power of the same level from your second class. Paragon Multiclassing

You can’t use power-swap feats to replace powers If you have the Novice Power, Acolyte Power, and
you gain from your paragon path or epic destiny. Adept Power feats for a class, you can choose to con-
tinue to gain powers from that class rather than
If you use retraining to replace a power-swap feat take a paragon path. If you choose this option, you gain
with another feat, you lose any power gained from the several benefits.
power-swap feat and regain a power of the same level
from your primary class. At 11th level, you can choose to replace one of your
at-will powers with an at-will power from your second
Novice Power class.

[Multiclass Encounter] In place of the paragon path encounter power
gained at 11th level, you can select any encounter
Prerequisites: Any class-specific multiclass feat, power of 7th level or lower from your second class.
4th level
In place of the paragon path utility power gained
Benefit: You can swap one encounter attack power at 12th level, you can select any utility power of 10th
you know for one encounter attack power of the same level or lower from your second class.
level or lower from the class you multiclassed into.
In place of the paragon path daily power gained at
20th level, you can select any daily power of 19th level
or lower from your second class.

CHAPTER 6 | Feats

209

CHAPTER 7

Equipment

7When you leave the safety of a city or other
refuge for the wilderness and the unknown, you must
be prepared. Being ready means you need protection,
arms, and tools to see you through potential
challenges, dangers, and hardships. An unprepared
explorer all too often winds up injured or lost—or
worse—so gear up for the hazards you expect on your
adventures.
When you create a 1st-level character, you start with
basic clothing and 100 gold pieces to spend on armor,
weapons, and adventuring gear. This is an abstraction;
your character probably doesn’t walk into a store one
day with a bag of coins—unless you just came into an
inheritance or won a tournament of some sort. Rather,
the items you start with, and any gold you have left
over, might come your way as gifts from family, gear
used during military service, equipment issued by a
patron, or even something you made yourself.
As you go up in level, you acquire more gold that
you can spend, not just on mundane gear, but on
fabulous magic items as well.
Here’s an overview of the contents of this chapter.

✦ Armor and Shields: Essential gear for protection
in combat.

✦ Weapons: The basic tools of combat for many
characters, from swords to polearms.

✦ Adventuring Gear: The tools of the adventuring
trade. Look in this section for everburning torches,
flasks of oil, backpacks, and spellbooks. This
section also discusses arcane implements and holy
symbols, useful for the powers of some classes.

✦ Magic Items: When you have the gold to spend on
magic items, this section shows you what’s available.
You’ll find magic weapons, armor, and more.

WILLIAM O’CONNOR

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210



ARMOR AND SHIELDS modifier to your AC. Chainmail, scale armor, and plate
armor are heavy armor.
Armor provides a barrier between you and your
foes—or, put more bluntly, between you and death. Certain kinds of armor are made according to
Every class provides access to one or more armor profi- arcane and esoteric methods that involve weaving
ciencies, and it’s in your best interest to wear the finest magic into the substance of the armor. These master-
armor you can. This section includes information on work armors never appear except as magic armor
shields, which improve your defensive capabilities. (see page 227), and even then only at the highest levels
(16th and above). The various kinds of masterwork
Armor Types armor fall into the same categories as mundane armor
and have similar statistics, but they have a higher
Armor is grouped into categories. These categories can armor bonus than their mundane counterparts. The
help you decide what armor is best for you. cost of masterwork armor is included in the cost of
magic armor.
Your class tells you what kinds of armor you’re pro-
ficient with. You can take feats to learn the proper use Cloth Armor: Jackets, mantles, woven robes, and
of other kinds of armor. If you wear armor you’re not padded vests don’t, by themselves, provide any signifi-
proficient with, it makes you clumsy and uncoordi- cant protection. However, you can imbue them with
nated: You take a –2 penalty to attack rolls and to your protective magic. Cloth armor doesn’t slow you down
Reflex defense. or hinder your movement at all. All characters are
proficient with cloth armor. Feyweave armor is woven
Putting on a suit of armor always takes at least 5 with techniques perfected by the eladrin. Starweave
minutes, which means that it’s an activity you can armor is fashioned after patterns created in the divine
undertake only outside combat (likely while you’re dominions of the Astral Sea.
taking a short rest).
Leather Armor: Leather armor is sturdier than
Armor is defined as either light or heavy. Light cloth armor. It protects vital areas with multiple layers
armor is easy to move in if you’re proficient with it. of boiled-leather plates, while covering the limbs with
Cloth armor, leather armor, and hide armor are light supple leather that provides a small amount of protec-
armor. When you wear light armor, you add either your tion. Feyleather armor is cured by an elven method
Intelligence or your Dexterity modifier to your Armor that leaves the armor supple but tougher than normal
Class, whichever is higher. Heavy armor is more leather. Starleather armor is infused with the raw spiri-
restrictive, so your natural agility matters less. When tual matter of the Astral Sea, making it light and strong.
you wear heavy armor, you don’t add an ability score
Hide Armor: Thicker and heavier than leather,
hide armor is composed of skin from any creature that

COINS AND CURRENCY

Merchants and adventurers alike use the gold piece (gp) A coin is about an inch across, and weighs about a third
as the standard unit of currency for most transactions. The of an ounce (50 coins to the pound).
exchange of large amounts of money might be handled by
letters of credit or gems and jewelry, but the value is always Gems and jewelry are a more portable form of wealth
measured in gold pieces. favored by adventurers. Among commoners, “portable
wealth” usually means cattle (with one cow worth about
The common people of the world deal more widely in 10 gp in trade).
the silver piece (sp) and the copper piece (cp). A gold piece
is worth 10 silver pieces, and a silver piece is worth 10 Astral Diamonds: In fantastic realms beyond the natu-
copper pieces. ral world—in the City of Brass in the Elemental Chaos, the
Bright City in the Astral Sea, the city of Sigil, and similar
People use copper, silver, and gold coins daily. Many of markets—the astral diamond (ad) is used as currency for
the world’s ancient empires also minted platinum pieces, transactions involving staggering amounts of wealth. One
and merchants still accept them even if most people never astral diamond is worth 100 platinum pieces, or 10,000
see them. They’re most common in ancient treasure hoards. gold pieces.
A platinum piece is worth 100 gold pieces.
An astral diamond weighs one-tenth as much as a coin
(500 astral diamonds weigh 1 pound).

Monetary Unit ——————————————————————Exchange Value———————————————————— Weight
Copper piece (cp) cp sp gp pp ad 1/50 lb.
Silver piece (sp) 1/50 lb.
Gold piece (gp) 1 1/10 1/100 1/10,000 1/1,000,000 1/50 lb.
Platinum piece (pp) 1/50 lb.
Astral diamond (ad) 10 1 1/10 1/1,000 1/100,000 1/500 lb.

100 10 1 1/100 1/10,000

10,000 1,000 100 1 1/100

1,000,000 100,000 10,000 100 1

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212

3 ARMOR AND SHIELDS
1

8
5

2 46

7

1. Cloth armor; 2. Leather armor; 3. Hide armor; 4. Chainmail; 5. Scale armor; 6. Plate armor; 7. Light shield, 8. Heavy shield

DAVID GRIFFITH has a tough hide, such as a bear, a griffon, or a dragon. armor is made with techniques from the divine domin-
Hide armor can bind and slightly hinder your preci- ions of the Astral Sea.
sion, but it’s light enough that it doesn’t affect your
speed. Darkhide armor is a superior tiefling armor Scale Armor: Overlapping pieces of highly durable
cured in fire and infused with shadow. Elderhide material, such as steel or even dragon scales, make up
armor involves scouring with elemental forces. scale armor. Despite its heaviness, scale is surprisingly
easy to wear; its straps and buckles make it adjustable
Chainmail: Metal rings woven together into a shirt, and able to fit snugly on the body, allowing flexibility
leggings, and a hood make up a suit of chainmail. and agility. Mundane scale armor uses metal plates.
Chainmail grants good protection, but it’s cumber- Wyrmscale is made using ancient techniques the
some, so it reduces your mobility and agility. Forgemail dragonborn invented to mimic the strength of overlap-
armor is made with superior metallurgy and a chain- ping dragon scales, and elderscale is a similar armor
making technique mastered by dwarves. Spiritmail scoured with elemental forces.

CHOOSING ARMOR Plate Armor: The heaviest type of armor, made up
of shaped plates of metal or similarly resilient material,
There are a few different aspects to determining your plate provides the most armor protection. The cost for
armor choice. Decide what you want your character to its superior fortification is mobility and agility. Legend
be able to do within your class role, and think about holds that Moradin made the first godplate armor, and
your ability scores and how they affect your Armor Class. ancient dwarf smiths copied his patterns imperfectly
Take a look at an armor’s encumbrance (light or heavy), to make warplate armor.
and think about its check penalty and speed. You might
be able to have the same AC with more mobility, which Shield Types
could be a better choice for your character and your party.
Your decision to use a shield rather than a two-handed As with armor, you need the proper shield proficiency
weapon, or vice versa, might also influence whether you to use a shield effectively. When you use a shield, you
choose a certain suit of armor, so include that factor in strap it to an arm and sometimes use the hand on that
your decision making. arm—your shield arm and shield hand. Shields grant
a shield bonus that you add to your AC and to your
Reflex defense. If you’re not proficient with a shield,

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213

ARMOR Armor Minimum Check Speed Price (gp) Weight
Bonus Enhancement Bonus — — 1 4 lb.
Cloth Armor (Light) — — 5 lb.
Cloth armor (basic clothing) — +0 — — special 3 lb.
Feyweave armor +1 +4 special
Starweave armor +2 +6 Check Speed Weight
— — Price (gp) 15 lb.
Leather Armor (Light) Armor Minimum — — 25 15 lb.
Leather armor Bonus Enhancement Bonus — — 15 lb.
Feyleather armor special
Starleather armor +2 — Check Speed special Weight
+3 +4 –1 — 25 lb.
Hide Armor (Light) +4 +6 –1 — Price (gp) 25 lb.
Hide armor –1 — 30 25 lb.
Darkhide armor Armor Minimum
Elderhide armor Bonus Enhancement Bonus Check Speed special Weight
–1 –1 special 40 lb.
Chainmail (Heavy) +3 — –1 –1 40 lb.
Chainmail +4 +4 –1 –1 Price (gp) 40 lb.
Forgemail +5 +6 40
Spiritmail Check Speed Weight
Armor Minimum — –1 special 45 lb.
Scale Armor (Heavy) Bonus Enhancement Bonus — –1 special 45 lb.
Scale armor — –1 45 lb.
Wyrmscale armor +6 — Price (gp)
Elderscale armor +9 +4 Check Speed 45 Weight
+12 +6 –2 –1 50 lb.
Plate Armor (Heavy) –2 –1 special 50 lb.
Plate armor Armor Minimum –2 –1 special 50 lb.
Warplate armor Bonus Enhancement Bonus
Godplate armor Check Speed Price (gp) Weight
+7 — — — 50 6 lb.
Shields +10 +4 –2 —
Light shield +13 +6 special 15 lb.
Heavy shield special
Armor Minimum
Bonus Enhancement Bonus Price (gp)
5
+8 —
+11 +4 10
+14 +6

Shield Minimum
Bonus Enhancement Bonus

+1 —
+2 —

you don’t gain the shield bonus to your AC or Reflex Shield Bonus: Shields provide this bonus to AC
defense. and Reflex defense.

Light Shield: You need to use your shield hand Minimum Enhancement Bonus: Masterwork
to wield a light shield properly. You can still use that armor requires a minimum enhancement bonus, as
hand to hold another item, to climb, or the like. How- shown in this entry.
ever, you can’t use your shield hand to make attacks.
Check: You take this penalty to all Strength-, Dex-
Heavy Shield: When you use a heavy shield, you terity-, and Constitution-based skill checks when you
gain a greater bonus to your AC and Reflex defense, wear the armor. You don’t take the penalty to ability
but you can’t use your shield hand for any other task. checks (such as a Strength check to break down a door
or a Dexterity check to determine initiative in combat).
Reading the Armor Table
Speed: You take this penalty to your speed (in
An armor or a shield entry on the Armor table con- squares) when wearing the armor.
tains the following information.
Price: The item’s cost in gold pieces. See individual
Armor Bonus: Armor provides this bonus to AC. magic items for their base market price and appropri-
ate levels. The cost of masterwork armor is included
in the cost of magic armor of 16th level or higher.

Weight: The armor’s weight.

CHAPTER 7 | Equipment

214

WEAPONS anced to use without two hands. Bows and some WEAPONS
other weapons require two hands because of their
When you confront villains and monsters in their construction.
lairs, you often end up in situations that can be
resolved only with arms and magic. If you don’t have Some one-handed weapons are light enough for
magical powers, you had better have a weapon or two. you to use in your off hand while holding another
In fact, you might want a weapon to back up or even one-handed weapon in your other hand. Doing this
augment your powers. doesn’t let you make multiple attacks in a round
(unless you have powers that let you do so), but you
Weapon Categories can attack with either weapon. Other one-handed
weapons are large enough that you can keep a good
Weapons fall into four categories. Improvised weap- grip on them with two hands and deal extra damage
ons aren’t weapons you train with—they’re objects by using them as two-handed weapons.
you pick up to hit someone with. Punching or kicking
someone is also considered an improvised weapon. Weapon Groups
Simple weapons are basic, requiring little more
skill than lifting and hitting with the business end. Weapon groups are families of weapons that share
Military weapons are designed for skilled users. Bal- certain properties. They’re wielded similarly and are
ance and precision are important factors when using equally suited to certain kinds of attacks. In game
military weapons, and someone without the proper terms, some powers and feats work only when you’re
training can’t use them effectively. Superior weap- attacking with a weapon in a specific group.
ons are even more effective than military weapons
but require special training to use. You can learn to If a weapon falls into more than one group, you
use a superior weapon by taking the Weapon Profi- can use it with powers that require a weapon from
ciency feat. any of its groups. For example, the halberd is both an
axe and a polearm, so you can use it with powers that
Weapons in all four categories are further catego- give you an additional benefit when you wield an axe
rized as melee weapons, which you use to attack or a polearm.
foes within reach of the weapon, or ranged weapons,
which you use to fire at more distant enemies. You Axe: Axes are weapons that have bladed, heavy
can’t use a ranged weapon as a melee weapon. A melee heads and deal vicious cuts. An axe’s weight makes it
weapon with the heavy thrown or the light thrown fine for delivering crushing blows.
property counts as a ranged weapon when thrown and
can be used with ranged attack powers that have the Bow: A bow is a shaft of strong, supple material
weapon keyword. with a string stretched between its two ends. It’s a
projectile weapon that you use to fire arrows. Bows
Finally, weapons are classified as either one- take training to use effectively, and they can be
handed or two-handed. A one-handed weapon is extremely deadly in expert hands.
light enough or balanced enough to be used in one
hand. A two-handed weapon is too heavy or unbal- Crossbow: Essentially a small metal bow
mounted on a stock and equipped with a mechani-
CHOOSING WEAPONS cal trigger, a crossbow is a point-and-shoot projectile
weapon. Crossbows are popular because they require
If you belong to a class whose powers don’t include little training to master, yet the heavy pull of the
weapon keywords, just pick weapons that you’re profi- metal bow gives them substantial power.
cient with and that you’d like to use. If you’re a fighter
or a member of any other class that has powers linked Flail: Weapons in the f lail group have a f lexible
to particular weapon groups, you care more about weap- material, usually a length of chain, between a solid
ons than other characters might. Be sure to consider the handle and the damage-dealing end of the weapon.
powers you’d like to use when choosing your weapons,
and vice versa. Hammer: A hammer has a blunt, heavy head with
one or more f lat striking surfaces attached to a haft.
You want to have an option for melee combat as well
as ranged combat, even if you’re not as effective at one or Heavy Blade: Blades are balanced edged weap-
the other. Be sure to choose at least one of each kind of ons. Heavy blades share some of the precision of light
weapon. When that flying monster makes its getaway, you blades and some of the mass of axes. Heavy blades
don’t want to be left standing around with nothing to do are used primarily for slashing cuts rather than stabs
but hurl insults at it. and thrusts.

Light Blade: Light blades reward accuracy as
much as force. Pinpoint attacks, lunges, and agile
defenses are the strong points of these weapons.

Mace: Much like hammers, maces are blunt weap-
ons that have a heavier head than handle, but they’re
more balanced than hammers. They’re useful for
delivering crushing blows.

CHAPTER 7 | Equipment

215

7 9
5 11
3
13
8

6
12

4 10

12

1. Quarterstaff; 2. Javelin; 3. Greatclub; 4. Dagger; 5. Hand crossbow; 6. Morningstar; 7. Scythe; 8. Crossbow; 9. Club; 10. Sling;
11. Mace; 12. Sickle; 13. Spear

Pick: Weighted toward the top like a mace or an Spear: Consisting of a stabbing head on the end of
axe, a pick has a long, pointed head made to pierce a long shaft, a spear is great for lunging attacks.
and create deep wounds.
Staff: In its most basic form, a staff is a long piece
Polearm: Polearms are weapons mounted at the of wood or some other substance, roughly the same
end of long hafts. All polearms also fall into another diameter along its whole length.
category of weapon, usually axe, heavy blade, or
spear. Polearms are reach weapons. Unarmed: When you punch, kick, elbow, knee,
or even head butt an opponent, you’re making an
Sling: Slings are leather straps used to hurl stones unarmed strike. A simple unarmed attack is treated
or metal pellets. They are projectile weapons. as an improvised weapon. Creatures that have
natural weapons such as claws or bite attacks are pro-
STRENGTH OR DEXTERITY? ficient with those natural weapons.

As a rule, the attack you’re making determines the abil- Weapon Properties
ity you use with the attack. When you use a power, the
power tells you whether you’re making a Strength attack, Weapon properties define additional characteris-
a Dexterity attack, or an attack based on a different ability. tics shared by weapons that might be in different
When you make a basic attack, though, the ability you use groups.
depends on the weapon you’re wielding.
Heavy Thrown: You hurl a thrown weapon from
A basic attack with a melee weapon is always a Strength your hand, rather than using it to loose a projectile. A
attack. A basic attack with a ranged weapon is usually a ranged basic attack with a heavy thrown weapon uses
Dexterity attack, unless the weapon you’re using has the your Strength instead of your Dexterity for the attack
heavy thrown property (see “Weapon Properties”). and damage rolls.

WAYNE ENGL AND (2)

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216

14 WEAPONS
11

4 8

2
6

16

13
10

1 15
5
7
3 9

12

1. Halberd; 2. Longbow; 3. Handaxe; 4. Short sword; 5. Shortbow; 6. Longsword; 7. Maul; 8. Greataxe; 9. War pick; 10. Bastard sword;
11. Warhammer; 12. Flail; 13. Battleaxe; 14. Throwing hammer; 15. Scimitar; 16. Glaive

High Crit: A high crit weapon deals more damage Off-Hand: An off-hand weapon is light enough
when you score a critical hit with it. A critical hit that you can hold it and attack effectively with it
deals maximum weapon damage and an extra 1[W] while holding a weapon in your main hand. You can’t
at 1st–10th levels, an extra 2[W] at 11th–20th levels, attack with both weapons in the same turn, unless
and an extra 3[W] at 21st–30th levels. This extra you have a power that lets you do so, but you can
damage is in addition to any critical damage the attack with either weapon.
weapon supplies if it is a magic weapon.
Reach: With a reach weapon, you can attack
Light Thrown: A ranged basic attack with a light enemies that are 2 squares away from you as well as
thrown weapon uses your Dexterity. Light thrown adjacent enemies, with no attack penalty. You can
weapons don’t deal as much damage as heavy thrown still make opportunity attacks only against adjacent
weapons, but some powers let you hurl several of enemies. Likewise, you can f lank only an adjacent
them at once or in rapid succession. enemy.

Load: Ranged weapons that loose projectiles, Small: This property describes a two-handed or
including bows, crossbows, and slings, take some a versatile weapon that a Small character can use in
time to load. When a weapon shows “load free” on the the same way a Medium character can. A half ling
Ranged Weapons table, that means you draw and load can use a shortbow, for example, even though half-
ammunition as a free action, effectively part of the lings can’t normally use two-handed weapons.
action used to attack with the weapon. Any weapon
that has the load property requires two hands to load, Versatile: Versatile weapons are one-handed, but
even if you can use only one hand to attack with it. you can use them two-handed. If you do, you deal an
(The sling, for example, is a one-handed weapon, but extra 1 point of damage when you roll damage for the
you need a free hand to load it.) The crossbow is “load weapon.
minor,” which means it requires a minor action to load
a bolt into the weapon. If a power allows you to hit A Small character such as a half ling must use a
multiple targets, the additional load time is accounted versatile weapon two-handed and doesn’t deal extra
for in the power. damage.

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217

Melee Weapons

SIMPLE MELEE WEAPONS

One-Handed

Weapon Prof. Damage Range Price Weight Group Properties
— 1 gp 3 lb. Mace —
Club +2 1d6 1 gp 1 lb. Light blade Off-hand, light thrown
5/10 5 gp 2 lb. Spear Heavy thrown
Dagger +3 1d4 10/20 5 gp 6 lb. Mace Versatile
2 gp 2 lb. Light blade Off-hand
Javelin +2 1d6 — 5 gp 6 lb. Spear Versatile

Mace +2 1d8 — Price Properties
1 gp —
Sickle +2 1d6 Range 10 gp —
— 5 gp —
Spear +2 1d8 — 5 gp —

Two-Handed — Price
15 gp
Weapon Prof. Damage 10 gp Weight Group
10 lb. Mace
Greatclub +2 2d4 5 gp Mace
15 gp 8 lb. Staff
Morningstar +2 1d10 10 gp 4 lb. Heavy blade
10 gp 10 lb.
Quarterstaff +2 1d8
5 gp
Scythe +2 2d4 15 gp
15 gp
MILITARY MELEE WEAPONS
Price
One-Handed 25 gp
25 gp
Weapon Prof. Damage Range 30 gp Weight Group Properties
— 30 gp 6 lb. Axe Versatile
Battleaxe +2 1d10 — 25 gp 5 lb. Flail Versatile
25 gp 3 lb. Axe Off-hand, heavy thrown
Flail +2 1d10 5/10 10 gp 4 lb. Heavy blade Versatile
— 30 gp 4 lb. Heavy blade High crit
Handaxe +2 1d6 — 2 lb. Light blade Off-hand
— Price 2 lb. Hammer Off-hand, heavy thrown
Longsword +3 1d8 30 gp 5 lb. Hammer Versatile
5/10 6 lb. Pick High crit, versatile
Scimitar +2 1d8 — 3 gp
— 25 gp
Short sword +3 1d6
Range Price
Throwing hammer +2 1d6 — 30 gp

Warhammer +2 1d10 —

War pick +2 1d8 —

Two-Handed —

Weapon Prof. Damage Weight Group Properties
7 lb. Heavy blade High crit
Falchion +3 2d4 Heavy blade, polearm Reach
10 lb. Axe High crit
Glaive +2 2d4 12 lb. Heavy blade —
8 lb. Axe, polearm Reach
Greataxe +2 1d12 12 lb. Flail —
10 lb. Polearm, spear Reach
Greatsword +3 1d10 9 lb. Hammer —
12 lb.
Halberd +2 1d10

Heavy flail +2 2d6

Longspear +2 1d10

Maul +2 2d6

SUPERIOR MELEE WEAPONS

One-Handed

Weapon Prof. Damage Range Weight Group Properties
— 6 lb. Heavy blade Versatile
Bastard sword +3 1d10 — 1 lb. Light blade Off-hand, high crit
— 2 lb. Light blade —
Katar +3 1d6
Range Properties
Rapier +3 1d8 — Reach

Two-Handed

Weapon Prof. Damage Weight Group
10 lb. Flail
Spiked chain +3 2d4

CHAPTER 7 | Equipment

218

IMPROVISED MELEE WEAPONS WEAPONS

One-Handed

Weapon Prof. Damage Range Price Weight Group Properties

Any* n/a 1d4 — — 1–5 lb. None —
Properties
Unarmed attack n/a 1d4 — — — Unarmed —

Two-Handed Properties
Load free
Weapon Prof. Damage Range Price Weight Group Load free
Properties
Any* n/a 1d8 — — 6–12 lb. None Load minor

* Improvised weapons include anything you happen to pick up, from a rock to a chair. Properties
Load free
Ranged Weapons Load free, small

SIMPLE RANGED WEAPONS Properties
Light thrown
One-Handed
Properties
Weapon Prof. Damage Range Price Weight Group —
10/20 25 gp 2 lb. Crossbow
Hand crossbow +2 1d6 10/20 0 lb. Sling
1 gp
Sling +2 1d6 Range
15/30 Price
Two-Handed 25 gp

Weapon Prof. Damage Weight Group
4 lb. Crossbow
Crossbow +2 1d8

MILITARY RANGED WEAPONS

Two-Handed

Weapon Prof. Damage Range Price Weight Group
20/40 30 gp 3 lb. Bow
Longbow +2 1d10 15/30 25 gp 2 lb. Bow

Shortbow +2 1d8

SUPERIOR RANGED WEAPONS

One-Handed

Weapon Prof. Damage Range Price Weight Group
6/12 1 gp 1/2 lb. Light blade
Shuriken (5) +3 1d4

IMPROVISED RANGED WEAPONS

One-Handed

Weapon Prof. Damage Range Price Weight Group

Any* n/a 1d4 5/10 — 1 lb. None

* Improvised weapons include anything you happen to pick up, from a rock to a chair.

Reading the Range: Weapons that can strike at a distance have
range. The number before the slash indicates the
Weapon Tables normal range (in squares) for an attack. The number
after the slash indicates the long range for an attack;
A weapon entry contains the following information, an attack at long range takes a –2 penalty to the
organized in columns on the weapon tables. attack roll. Squares beyond the second number are
considered to be out of range and can’t be targeted
Weapon: The weapon’s name. with this weapon. If a melee weapon has a range
Prof.: Proficiency with a weapon gives you a entry, it can be thrown and belongs to either the light
proficiency bonus to attack rolls, which appears in thrown or the heavy thrown category. An entry of “—”
this column if applicable. Some weapons are more indicates that the weapon can’t be used at range.
accurate than others, as ref lected here. If you’re not
proficient with the weapon, you don’t gain this bonus. Price: The weapon’s cost in gold pieces. An entry
Damage: The weapon’s damage die. When a of “—” indicates that the item has no cost.
power deals a number of weapon damage dice (such
as 4[W]), you roll the number of the dice indicated by Weight: The weapon’s weight in pounds.
this entry. If the weapon’s damage die is an expres- Group and Properties: These terms are
sion of multiple dice, roll that number of dice the explained on pages 215–217.
indicated number of times. For example, a falchion
(which has a damage die of 2d4) deals 8d4 damage
when used with a power that deals 4[W] on a hit.

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219

3 Weapons and Size

2 The weapon tables assume a Medium wielder, which
5 includes almost all player characters. Characters and
creatures that are smaller or larger than Medium
4 have special rules.
1
Small characters use the same weapons that
6 Medium creatures do. However, a Small character
(such as a half ling) can’t use a two-handed weapon.
1. Spiked chain; 2. Rapier; 3. Shuriken; 4. Greatsword; When a Small character uses a versatile weapon, he
5. Falchion; 6. Katar or she must wield it two-handed and doesn’t deal any
extra damage for doing so.
WAYNE ENGL AND
Large, Huge, and Gargantuan creatures use
weapons that are specially sized for them. Each size
category larger than Medium increases the weapon’s
damage die by one size.

One-Handed
1d4 ➛ 1d6 ➛ 1d8 ➛ 1d10 ➛ 1d12 ➛ 2d6 ➛ 2d8 ➛ 2d10

Two-Handed
1d8 ➛ 2d4 ➛ 1d10 ➛ 1d12 ➛ 2d6 ➛ 2d8 ➛ 2d10

Thus, a longsword sized for a Large fire giant deals
1d10 weapon damage instead of 1d8, and a Large
quarterstaff deals 2d4 weapon damage.

Large creatures can use two-handed weapons
intended for creatures one size category smaller than
themselves and treat them as one-handed weapons. A
fire giant (Large) can use a human’s greatsword with
one hand, and a fire titan (Huge) can use a fire giant’s
greatsword with one hand. A creature can’t use an
undersized one-handed weapon at all; its hand is too
large to effectively hold the weapon’s small grip.

Creatures can’t use weapons designed for crea-
tures larger than themselves. A human can’t fit his
or her hands properly around the hilt of a fire giant’s
dagger, let alone use it as an effective weapon.

When a creature that has a natural reach uses a
reach weapon, the weapon increases the creature’s
natural reach by 1 square.

Silvered Weapons

Some monsters, such as werewolves, are suscep-
tible to attacks made by silvered weapons. A single
weapon, 30 arrows, 10 crossbow bolts, 20 sling bul-
lets, or 5 shuriken can be silvered at a cost of 500 gp.
This cost represents not only the price of the silver,
but the time and expertise needed to add silver to a
weapon without making it less effective.

Selling Equipment

You cannot sell mundane armor, weapons, or adven-
turing gear unless your DM allows, in which case you
receive one-fifth of an item’s market price. Art objects
or fine goods that have a specific value, such as a gold
dagger worth 100 gp, bring their full price.

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220

ADVENTURING GEAR Everburning Torch: This torch never stops burn- ADVENTURING GEAR
ing. It sheds magical light but no heat, so you can stow
From meals to torches, adventuring gear is essential to it in a bag or a pouch. You can’t set fire to anything
your party’s success. You’re assumed to start with basic with it.
clothing, and before your first adventure, you should
equip yourself with weapons, armor, and other gear. Holy Symbol: This is a finely crafted symbol of pre-
cious metal that clerics and paladins use as a focus for
Standard Adventurer’s Kit: This kit includes all their prayers. Using a nonmagical holy symbol confers
the items grouped beneath its entry on the table: a no benefit. You can purchase a magic holy symbol to
backpack, a bedroll, flint and steel, a belt pouch, two gain an enhancement bonus to attack rolls and damage
sunrods, ten days’ worth of trail rations, 50 feet of rolls when using your divine powers.
hempen rope, and a waterskin.
Journeybread: This magic bread fills the stomach
Ammunition: Arrows come in a quiver that holds and provides all necessary nutrients with only a few
thirty, crossbow bolts come in a case that holds twenty, small bites, so you can carry food for a long journey
and sling bullets come in a pouch that holds twenty. without weighing yourself down.
Ammunition is used up when you fire it from a projec-
tile weapon. Ritual Book: Ritual casters use a ritual book to
store the rituals they have mastered.
Arcane Implement: Wizards use orbs, staffs, or
wands as focus items for their spells, while warlocks Ritual Components: These items are needed by
use rods or wands. Using a nonmagical implement ritual casters. You purchase as many gold pieces worth
confers no benefit. You can purchase a magic imple- of components as you need or can afford. See Chapter
ment to gain an enhancement bonus to attack rolls and 10 for more information.
damage rolls with your arcane powers. A staff imple-
ment can also function as a quarterstaff. Spellbook: Wizards keep the daily spells, the utility
spells, and the rituals they’ve learned in a spellbook.
Climber’s Kit: This kit includes all the items
grouped beneath its entry: a grappling hook, a small Sunrod: This minor magic item sheds bright light to
hammer, and ten pitons. When you use a climber’s kit, a radius of 20 squares for 4 hours before burning out.
you gain a +2 bonus to Athletics checks for climbing.
Thieves’ Tools: To use the Thievery skill properly,
you need the right picks and pries, skeleton keys,
clamps, and so on. Thieves’ tools grant a +2 bonus to
Thievery checks to open a lock or to disarm a trap.

DAVID GRIFFITH CHAPTER 7 | Equipment

221

ADVENTURING GEAR Price Weight Mounts and Transport
Item 15 gp 33 lb.
2 lb. As described in Chapter 8, mounts and vehicles can
Standard adventurer’s kit 2 gp 5 lb. improve your speed or increase the amount you can
Backpack (empty) 1 sp — carry when you travel. This table shows the price for
Bedroll 1 gp 1/2 lb. various kinds of transport, as well as the weight of
Flint and steel 1 gp 10 lb. each can carry. For mounts, the carrying capacity
Pouch, belt (empty) 5 gp 10 lb. shown is the normal load, heavy load, and maximum
Rations, trail (10 days) 1 gp 2 lb. drag load for the creature (see “Carrying, Lifting, and
Rope, hempen (50 ft.) 4 gp 4 lb. Dragging,” below). For vehicles, it’s the maximum
Sunrods (2) 1 gp amount of goods you can haul with the vehicle.
Waterskin 3 lb.
1 gp 2 lb. Mount or Transport Cost Carrying Capacity
Ammunition 1 gp 5 lb.
Arrows (30) 1 gp Cart or wagon 20 gp 1 ton
Crossbow bolts (20) 2 lb.
Sling bullets (20) 15 gp 2 lb. Riding horse* 75 gp 237/475/1,187 lb.
12 gp 4 lb.
Arcane implement Rowboat 50 gp 600 lb.
Orb 5 gp —
Rod 7 gp — Sailing ship 10,000 gp 150 tons
Staff 1 cp 2 lb.
Wand 30 gp 25 lb. Warhorse* 680 gp 262/525/1,312 lb.
2 gp 11 lb.
Candle 2 gp 4 lb. * Quadrupeds can carry 25 percent more than bipeds.
Chain (10 ft.) 1 gp 2 lb.
Chest (empty) 5 sp 5 lb. Carrying, Lifting,
Climber’s kit 5 sp 1 lb.
50 gp 6 lb. and Dragging
Grappling hook 30 gp 1 lb.
Hammer 3 cp 1 lb. Adventurers carry a lot of gear. When that quantity
Pitons (10) 10 gp 1 lb. becomes extreme, it might be enough to slow you
Everburning torch 50 gp 2 lb. down and otherwise hamper your capabilities. The
Fine clothing 7 gp 3 lb. amount you carry should rarely be an issue, and you
Flask (empty) 50 gp — don’t need to calculate the weight your character is
Holy symbol Varies 5 lb. hauling around unless it’s likely to matter.
Journeybread (10 days) 10 gp 3 lb.
Lantern 50 gp 20 lb. More often, you’ll need to know how much weight
Ritual book 10 gp 1 lb. you can push or drag along the ground—are you strong
Ritual components 20 gp 1 lb. enough to slide the statue covering the trapdoor? This
Rope, silk (50 ft.) 1 sp information is contained in your Strength score.
Spellbook
Tent Multiply your Strength score by 10. That’s the weight,
Thieves’ tools in pounds, that you can carry around without penalty.
Torch This amount of weight is considered a normal load.

Food, Drink, and Lodging Double that number (Strength × 20). That’s the
maximum weight you can lift off the ground. If you try
When you’re not traveling in the wilderness, you can to carry that weight, though, you’re slowed. Carrying
enjoy the comforts of a village or a town—a soft bed at such a load requires both hands, so you’re not particu-
an inn and hot meals brought to your table. larly effective while you’re doing so. This amount of
weight is considered a heavy load.
Item Price
Food Five times your normal load (Strength × 50) is the
2 sp most weight you can push or drag along the ground.
Meal, common 5 gp You’re slowed if you try to push or drag more weight than
Meal, feast you can carry without penalty, and you can’t push or drag
Drink 2 sp such a heavy load over difficult terrain. This amount of
Ale, pitcher 5 gp weight is referred to as your maximum drag load.
Wine, bottle
Inn stay (per day) 5 sp Your DM might rule that you can’t carry certain
Typical room 2 gp objects at full speed no matter what your Strength
Luxury room score is, just because they’re so bulky or unwieldy.
Your DM can also ask you to make a Strength check to
push or to lift something heavy in a stressful situation,
such as in the middle of combat.

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222

MAGIC ITEMS Identifying Magic Items MAGIC ITEMS

As you gain levels, the mundane equipment you pur- Most of the time, you can determine the properties
chased as a starting character becomes less important; and powers of a magic item during a short rest. In the
it’s overshadowed by the magic items you acquire on course of handling the item for a few minutes, you
your adventures. Magic armor that can cloak you in discover what the item is and what it does. You can
shadow, magic weapons that burst into flame, magic identify one magic item per short rest.
rings that turn you invisible, or Ioun stones that orbit
your head to grant you great capabilities—these items Some magic items might be a bit harder to identify,
enhance and supplement the powers you gain from such as cursed or nonstandard items, or powerful
your class and enhance your attacks and defenses. magical artifacts. Your DM might ask for an Arcana
check to determine their properties, or you might even
Magic items have levels, just as characters, powers, need to go on a special quest to find a ritual to identify
and monsters do. An item’s level is a general measure or to unlock the powers of a unique item.
of its power and translates to the average level of char-
acter using that item. In practice, your character will Prices
end up with some items that are three or four levels
above your level and others that are several levels The purchase price of a permanent magic item
below. There’s no restriction on using or acquiring depends on its level, as shown on the table below.
items based on their level, except that you can’t use the The purchase price of a consumable item (such as a
Enchant Magic Item ritual (page 304) to create an item potion or an elixir) is much lower than the price of a
above your level. If, for some reason, your 10th-level permanent item of the same level. The sale price of a
character finds a 20th-level magic sword, you can use it magic item (the amount a PC gets from either selling
to full effect.
MAGIC ITEM PRICES
You can sometimes buy magic items just as you can
mundane equipment. It’s rare to find a shop or a bazaar Item Purchase Sale
that routinely sells magic items, except perhaps the
lowest-level items. Some fantastic places, such as the Level Price (gp) Price (gp)*
legendary City of Brass in the heart of the Elemental
Chaos, have such markets, but those are the exception 1 360 72
rather than the rule. Your DM might say that you can
track down a seller for the item you want to buy or that 2 520 104
you might have to do some searching, but in general you
can buy any item you can afford. 3 680 136

You can also use the Enchant Magic Item ritual to 4 840 168
create an item of your level or lower. In terms of the
economic transaction, creating an item is the same as 5 1,000 200
buying it: You spend money equal to the market price
of the item and acquire the item. Some DMs prefer to 6 1,800 360
have characters enchant their own items rather than
buy them, particularly for more powerful items. 7 2,600 520

As you adventure, you’ll come across magic items as 8 3,400 680
part of the treasure you acquire. Often, these are magic
items much higher than your level—items you can’t 9 4,200 840
enchant and can’t easily afford to buy. Ideally, these are
items that someone in your party can use effectively, 10 5,000 1,000
which makes them very rewarding treasure.
11 9,000 1,800
If you find a magic item you don’t want to keep, or
you find an item that replaces an item you already have, 12 13,000 2,600
you might end up either selling the item or disenchant-
ing it (with the Disenchant Magic Item ritual; see page 13 17,000 3,400
304). This isn’t a favorable transaction for you—the
sale price of a magic item, or the value of residuum you 14 21,000 4,200
get from disenchanting it, is only one-fifth the normal
price of the item. That means selling an item gives you 15 25,000 5,000
enough money or residuum to buy or enchant an item
that’s five levels lower than the original item. 16 45,000 9,000

17 65,000 13,000

18 85,000 17,000

19 105,000 21,000

20 125,000 25,000

21 225,000 45,000

22 325,000 65,000

23 425,000 85,000

24 525,000 105,000

25 625,000 125,000

26 1,125,000 225,000

27 1,625,000 325,000

28 2,125,000 425,000

29 2,625,000 525,000

30 3,125,000 625,000

* Or equivalent gold piece value of residuum acquired from

disenchanting an item

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223

until you take off the first item. Sometimes there are
physical limitations as well—you can’t wear two helms
at the same time.

Wondrous items include a variety of useful tools,
from a bag of holding to a flying carpet. Each item’s
description indicates how a character accesses its
effects.

All magic armor gives you an enhancement bonus
to your Armor Class. All magic weapons and imple-
ments give you an enhancement bonus to your attack
rolls and damage rolls when you use them to make an
attack. All magic cloaks, amulets, and other neck slot
items give you an enhancement bonus to your Forti-
tude, Reflex, and Will defenses. Other magic items
don’t generally give you bonuses to these numerical
statistics, though there are some exceptions.

The rest of this chapter describes a broad selection
of magic items of all levels, presented alphabetically
within each category.

Reading a Magic Item

Here’s a sample magic item, the holy avenger weapon:

Holy Avenger Level 25+

The most prized weapon of any paladin.

or disenchanting an item) is one-fifth of the purchase Lvl 25 +5 625,000 gp Lvl 30 +6 3,125,000 gp
price. Weapon: Axe, Hammer, Heavy Blade
Enhancement: Attack rolls and damage rolls
Prices shown are the base market price for the Critical: +1d6 radiant damage per plus, and you can spend a
items. The actual cost to purchase a magic item
depends on supply and demand and might be 10 to 40 healing surge
percent more than the base market price. Property: A holy avenger deals an extra 1d10 radiant damage

Magic Item Categories when the power you use to make the attack has the radiant
keyword.
Magic items fall into seven broad categories: armor, Power (Daily): Minor Action. You and each ally within 10
weapons, implements, clothing, rings, wondrous items, squares of you gain a +5 power bonus to Fortitude, Reflex,
and potions. Items in a particular category have simi- and Will defenses until the end of your next turn.
lar effects—all magic weapons give you bonuses when Special: A holy avenger can be used as a holy symbol. It adds
you attack with them, and all magic boots have powers its enhancement bonus to attack rolls and damage rolls
relating to movement. Aside from those broad gener- and the extra damage granted by its property (if applicable)
alities, though, magic items possess a wide variety of when used in this manner. You do not gain your weapon
powers and properties. proficiency bonus to the attack roll when using a holy
avenger as an implement.
Within the broad category of clothing, items are
grouped by kind of clothing—whether you wear the Name and Level
item on your head or your feet, for example. These are
called item slots, and they provide a practical limit to The name of the magic item and the item’s level
the number of magic items you can wear and use. You appear on the first line of the description. If an item’s
can benefit from only one magic item that you wear level line ends with a plus sign, that item is available at
in your arms slot even if, practically speaking, you can more than one level, with higher-level versions having
wear bracers and carry a shield at the same time. You a greater enhancement bonus or more potent powers
benefit from the item you put on first; any other item and properties.
you put in the same item slot doesn’t function for you
The holy avenger is available as a 25th-level item and
CHAPTER 7 | Equipment also comes in a higher-level version.

Description ANNE STOKES

The next entry gives a brief description of the item,
sometimes explaining what it does in plain language,
other times offering flavorful information about its
appearance, origin, effect, or place in the world. This

224

material isn’t rules text; when you need to know the ments (if any) a character of that class is allowed to MAGIC ITEMS
exact effect, look at the rules text below. use when delivering powers. For example, a cleric can
wear a holy symbol to use implement powers, while a
Category and Price warlock can wield either a rod or a wand.

The next line or lines indicate the magic item’s various A magic item’s level and its enhancement bonus
levels and enhancement bonus (if applicable) and the are associated. An item that has a +2 bonus is always
price for each version of the item. For weapons, the between level 6 and level 10.
line beneath this information tells you which weapon
groups can be enchanted with that set of qualities, Item Level Enhancement Bonus
and for armor, it notes the same for the five types of 1–5 +1
armor (plus clothing). For implements, it shows the 6–10 +2
specific kind of implement. For clothing items, the 11–15 +3
entry appears as “Item Slot:” followed by the appropri- +4
ate slot. 16–20 +5
21–25 +6
The magic item’s purchase price is either a single 26–30
number (for an item with a fixed level) or a list of
values, as in the example of flamedrinker armor. Because a holy avenger is a magic weapon, its
enhancement bonus applies to the user’s weapon
The price of a holy avenger (as well as its enhance- attack rolls and damage rolls.
ment bonus) depends on its level. The 25th-level version
is a +5 weapon and costs 625,000 gp, and the 30th- Critical
level version is a +6 weapon and costs 3,125,000 gp. It’s
a weapon, and its characteristics can be applied to axes, For magic weapons and implements, this entry
hammers, and heavy blades. describes what happens when you score a critical hit
using that item. Just as with an enhancement bonus,
Enhancement this effect only applies for attacks that are delivered
through the weapon or the implement. (A wizard’s
For items that give an enhancement bonus, this magic missile can’t benefit from the critical hit effect
entry specifies what that bonus applies to: AC, other noted for the magic dagger she carries, for example.)
defenses, or attack rolls and damage rolls.
All magic weapons and implements deal one
Magic weapons and implements grant their or more extra dice of damage on a critical hit. The
enhancement bonus to attack rolls and damage rolls number of extra dice is equal to the item’s enhance-
only when you use powers delivered through the ment bonus, and the die rolled depends on the
weapon or the implement (or directly from the weapon particular weapon or implement. (The normal critical
or the implement, for items that have attack powers). die is a d6.) Unless noted otherwise, the damage type
of this extra damage is the same as the normal damage
For example, a fighter’s attack powers are delivered type for the weapon.
through a weapon, so he or she adds a magic weapon’s
enhancement bonus to attack rolls and damage rolls. In addition to extra damage, some magic weapons
A wizard’s attack powers are delivered through an or implements produce other effects on a critical hit.
implement (orb, staff, or wand), so he or she adds an This information is noted in the weapon’s description.
implement’s enhancement bonus to attack rolls and An attack that does not deal damage still does not deal
damage rolls with those powers. damage on a critical hit.

A power’s description indicates if it functions A holy avenger deals an extra 5d6 or an extra 6d6
through the use of a weapon or an implement. Each (depending on its enhancement bonus) damage on a
class description in Chapter 4 indicates which imple- critical hit and also allows the wielder to spend a heal-
ing surge.
RESIDUUM
Property
Residuum is the magical substance that results from using
the Disenchant Magic Item ritual on an item. It’s a fine, Some magic items have a special property that is con-
silvery dust that some describe as concentrated magic, stantly active (or active under certain conditions). A
useful as a generic component for rituals (see Chapter property doesn’t normally require any action to use,
10). In some exotic locales, residuum is traded as currency, although some properties allow you to turn them off
measured by weight and carried in small metal vials. It’s a (or on again).
convenient way to transport large sums of wealth; 10,000
gp worth of residuum weighs as much as a single gold piece When you’re wielding a holy avenger, all your radi-
and takes up only slightly more space, so 1 pound of resid- ant powers deal extra damage when you use the
uum is worth 500,000 gp and fits in a belt pouch. weapon to deliver them. You don’t need to turn this
property on or off.

CHAPTER 7 | Equipment

225

Power At-Will: These powers can be used as often as their
action types allow.
Some magic items have a special power. This entry,
when present in an item description, includes the Encounter: These powers can be used once per
action required to use the power and the effect of the encounter and are renewed when their user takes a
power. In some cases, it might also indicate the spe- short rest.
cific conditions under which you can use the power
(for instance, only if you’re bloodied). Daily: A magic item’s daily power can be used
once per day and is renewed when its user takes an
In general, magic item powers follow the same rules extended rest. As with daily powers provided by your
as other powers (in that they have ranges, shapes, and so class, there is a limit to the number of magic item
forth). See “How to Read a Power,” page 54, for details. daily powers you can use on any given day. This limit
depends on your level.
Like racial powers and class powers, magic item
powers often have keywords that indicate their At 1st–10th level, you can use one magic item daily
damage or effect types. When you use a magic item as power per day.
part of a racial power or a class power, the keywords
of the item’s power and the other power all apply. For At 11th–20th level, you can use two magic item
instance, if a paladin uses a flaming sword to attack daily powers per day.
with a power that deals radiant damage, the power
deals both fire damage and radiant damage. At 21st–30th level, you can use three magic item
daily powers per day.
Like other powers, magic item powers are sometimes
at-will powers, sometimes encounter powers, and some- Each use of a magic item daily power must come
times daily powers. Magic item powers have two other from a different magic item. At 11th level, for example,
categories as well: Healing surge powers are usable you can use the daily powers provided by two differ-
every time you spend a healing surge, and consumable ent magic items, but you can’t use two different daily
powers appear in one-use magic items. powers from the same magic item. Your character
sheet includes boxes to help you keep track of these
uses. ZOLTAN BOROS & GABOR SZIKSZAI

Each time you reach a milestone (see page 259), you
gain one additional use of a magic item daily power.
This benefit can be used to activate any magic item
daily power that you have not already used this day
(even if you’ve already used a different daily power
from that magic item).

After you take an extended rest, all of your magic
item daily powers are renewed, and you start fresh
with regard to the number of magic item daily powers
you can use per day.

Healing Surge: You begin with one use of the
power per day, like a daily power. You can renew this
item’s power by taking a standard action to funnel
your vitality into the item, spending a healing surge
in the process. Spending a healing surge in this way
doesn’t restore hit points, and this standard action is
separate from the action required to activate the item’s
power.

Consumable: Some items, particularly potions
and elixirs, contain one-use powers that are expended
when you use them.

Once per day, you can use a holy avenger to increase
the defenses of you and your allies. This power renews
when you take an extended rest.

Special

If any special rules or restrictions on the item’s use
exist, here’s where you’ll find them.

CHAPTER 7 | Equipment

226

Armor Black Iron Armor Level 4+ MAGIC ARMOR

Magic armor adds an enhancement bonus to AC, so a The black metal of this armor glows red when violence flares.
set of +5 black iron dragonscale adds a total of 15 to the
wearer’s Armor Class (10 from the scale armor and 5 Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
from the enhancement bonus). If you’re not proficient
with the armor type, you take –2 penalty to attack rolls Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
and to your Reflex defense but still gain the enhance-
ment bonus of the magic armor. Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp

The category determines what kind of armors can Armor: Scale, Plate
be enchanted with that particular set of qualities.
“Any” includes all armors: cloth, leather, hide, chain, Enhancement: AC
scale, and plate.
Property: Resist 5 fire and resist 5 necrotic.
You can resize magic armor with the Enchant
Magic Item ritual (see page 304). Level 14 or 19: Resist 10 fire and resist 10 necrotic.

Level 24 or 29: Resist 15 fire and resist 15 necrotic.

Bloodcut Armor Level 4+

This armor has a crimson tinge that flares blood red when its
power is activated.

Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp

Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp

Angelsteel Armor Level 19+ Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp

The links in this armor glow with the silvery light of the Astral Armor: Leather, Hide
Sea.
Enhancement: AC

Power (Healing Surge): Minor Action. While you are blood-

Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp ied, use this armor to gain resist 10 to all damage until the
Lvl 24 +5 525,000 gp
Armor: Chain end of your next turn.
Enhancement: AC
Power (Daily): Immediate Reaction. You can use this power Level 14 or 19: Resist 15 to all damage.

when you are hit by an attack. Gain a +2 power bonus Level 24 or 29: Resist 20 to all damage.
to the defense that attack targeted until the end of the
encounter. Bloodthread Armor Level 5+

Eladrin master tailors magically weave threads of enchanted
blood into the supple cloth used to create this robe or jacket.

Barkskin Armor Level 5+ Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp

The enchantment placed upon this armor toughens the material Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
and provides it with a rough texture like tree bark.
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp

Armor: Cloth

Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Enhancement: AC

Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Property: When you are bloodied, you gain a +2 item bonus

Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp to AC and saving throws.

Armor: Hide, Scale

Enhancement: AC Curseforged Armor Level 3+

Power (Daily): Minor Action. Gain a +2 power bonus to AC In ancient days, the tieflings poured their bitterness into their
forges as a lesson to those who would betray them.
until the end of the encounter. Each time an attack hits

your AC, reduce this bonus by 1 (minimum 0).

Level 15 or 20: Gain a +3 power bonus. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp

Level 25 or 30: Gain a +4 power bonus. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Battleforged Armor Level 5+ Armor: Chain, Scale

The dwarves and the dragonborn argue over which race invented Enhancement: AC
this enchanted armor.
Power (Daily): Immediate Reaction. You can use this power

when an enemy hits you with an attack. That enemy takes

Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp a –2 penalty to attack rolls (save ends). When the enemy

Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp saves against the penalty, the enemy takes a –1 penalty to

Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp attack rolls (save ends).

Armor: Plate Level 13 or 18: –3 penalty.

Enhancement: AC Level 23 or 28: –4 penalty.

Property: If you use your second wind when you are

bloodied, regain an extra 1d10 hit points.

Level 15 or 20: Regain an extra 2d10 hit points.

Level 25 or 30: Regain an extra 3d10 hit points.

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227

MAGIC ARMOR MAGIC ARMOR CONT.
Lvl Name
Price (gp) Categories Lvl Name Price (gp) Categories
1 Magic +1 360 Any Any
2 Dwarven +1 520 11 Magic +3 9,000
2 Razor +1 520 Chain, Scale, Plate Chain, Scale, Plate
3 Curseforged +1 680 Scale 12 Dwarven +3 13,000 Scale
3 Delver’s +1 680
3 Eladrin +1 680 Chain, Scale 12 Razor +3 13,000 Cloth, Leather, Hide
3 Fireburst +1 680 Any Chain, Scale
3 Sylvan +1 680 12 Sunleaf +3 13,000 Any
4 Black Iron +1 840 Chain Chain
4 Bloodcut +1 840 Cloth 13 Curseforged +3 17,000
4 Darkleaf +1 840 Cloth, Leather, Hide Leather, Hide
5 Barkskin +1 Scale, Plate 13 Delver’s +3 17,000 Cloth
5 Battleforged +1 1,000 Leather, Hide Scale
5 Bloodthread +1 1,000 Cloth, Leather, Hide 13 Eladrin +3 17,000 Plate
5 Deathcut +1 1,000 Hide, Scale
5 Exalted +1 1,000 Plate 13 Elven battle +3 17,000 Cloth, Leather
6 Magic +2 1,000 Cloth Cloth, Leather, Hide
7 Dwarven +2 1,800 Leather, Hide 13 Fireburst +3 17,000
7 Razor +2 2,600 Chain Scale, Plate
7 Sunleaf +2 2,600 13 Hydra +3 17,000 Leather, Hide
8 Curseforged +2 2,600 Any Cloth, Leather, Hide
8 Delver’s +2 3,400 Chain, Scale, Plate 13 Mountain +3 17,000
8 Eladrin +2 3,400 Plate
8 Elven battle +2 3,400 Scale 13 Shadowflow +3 17,000 Cloth
8 Fireburst +2 3,400 Cloth, Leather, Hide Chain
8 Mountain +2 3,400 13 Sylvan +3 17,000 Hide, Scale
8 Sylvan +2 3,400 Chain, Scale Plate
9 Black Iron +2 3,400 Any 14 Black Iron +3 21,000 Cloth
9 Bloodcut +2 4,200 Leather, Hide
9 Darkleaf +2 4,200 Chain 14 Bloodcut +3 21,000 Chain
9 Ghostphase +2 4,200 Leather, Hide Hide, Scale
10 Barkskin +2 4,200 14 Darkleaf +3 21,000
10 Battleforged +2 5,000 Cloth Any
10 Bloodthread +2 5,000 Plate 14 Flamedrinker +3 21,000 Chain, Scale, Plate
10 Deathcut +2 5,000 Cloth, Leather, Hide
10 Exalted +2 5,000 Scale, Plate 14 Ghostphase +3 21,000 Scale
5,000 Leather, Hide Cloth, Leather, Hide
Cloth, Leather, Hide 14 Tombforged +3 21,000
Cloth Chain, Scale
Hide, Scale 15 Barkskin +3 25,000 Any
Plate
Cloth 15 Battleforged +3 25,000 Chain
Leather, Hide Leather, Hide
Chain 15 Bloodthread +3 25,000
Cloth
15 Deathcut +3 25,000 Scale
Plate
15 Exalted +3 25,000

15 Trollskin +3 25,000

16 Magic +4 45,000

17 Dwarven +4 65,000

17 Razor +4 65,000

17 Sunleaf +4 65,000

18 Curseforged +4 85,000

18 Delver’s +4 85,000

18 Eladrin +4 85,000

18 Elven battle +4 85,000

18 Fireburst +4 85,000

18 Hydra +4 85,000

18 Mountain +4 85,000

Darkleaf Armor Level 4+ Deathcut Armor Level 5+

Darkleaves from the gravetrees of the Shadowfell give this armor Crafted from the hides of creatures slain by necromantic magic,
its protective properties. this armor radiates unease and offers protection against similar
magic.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp

Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp

Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp

Armor: Cloth, Leather, Hide Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp

Enhancement: AC Armor: Leather, Hide

Property: Gain a +2 item bonus to AC against the first attack Enhancement: AC

made against you in each encounter. Property: Resist 5 necrotic and resist 5 poison.

Power (Daily ✦ Necrotic): Immediate Reaction. You can use

this power when an enemy hits you with a melee attack.

Deal 1d10 + Charisma modifier necrotic damage to that

enemy.

Level 15 or 20: 2d10 + Charisma modifier necrotic

damage.

Level 25 or 30: 3d10 + Charisma modifier necrotic

damage.

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228

MAGIC ARMOR CONT. MAGIC ARMOR CONT. MAGIC ARMOR

Lvl Name Price (gp) Categories Lvl Name Price (gp) Categories
Cloth, Leather Plate
18 Shadowflow +4 85,000 Cloth, Leather, Hide 24 Soulforged +5 525,000 Chain

18 Sylvan +4 85,000 Chain 24 Tombforged +5 525,000 Hide, Scale
Scale, Plate Plate
19 Angelsteel +4 105,000 Leather, Hide 25 Barkskin +5 625,000 Cloth
Cloth, Leather, Hide
19 Black Iron +4 105,000 25 Battleforged +5 625,000 Leather, Hide
Plate Chain
19 Bloodcut +4 105,000 Cloth 25 Bloodthread +5 625,000
Plate Hide, Scale
19 Darkleaf +4 105,000 Chain 25 Deathcut +5 625,000 Any
Hide, Scale
19 Flamedrinker +4 105,000 Plate 25 Exalted +5 625,000 Chain, Scale, Plate
Cloth Scale
19 Ghostphase +4 105,000 Leather, Hide 25 Trollskin +5 625,000
Chain Cloth, Leather, Hide
19 Soulforged +4 105,000 Hide, Scale 26 Magic +6 1,125,000 Chain, Scale
Any
19 Tombforged +4 105,000 Any 27 Dwarven +6 1,625,000 Chain
Chain, Scale, Plate Leather, Hide
20 Barkskin +4 125,000 27 Razor +6 1,625,000 Cloth
Scale Scale
20 Battleforged +4 125,000 Cloth, Leather, Hide 27 Sunleaf +6 1,625,000 Plate

20 Bloodthread +4 125,000 Chain, Scale 28 Curseforged +6 2,125,000 Cloth
Any Cloth, Leather
20 Deathcut +4 125,000 28 Delver’s +6 2,125,000 Cloth, Leather, Hide
Chain
20 Exalted +4 125,000 Leather, Hide 28 Eladrin +6 2,125,000 Chain
Scale, Plate
20 Trollskin +4 125,000 Cloth 28 Elven battle +6 2,125,000 Leather, Hide
Scale Cloth, Leather, Hide
21 Magic +5 225,000 28 Fireburst +6 2,125,000
Cloth Plate
22 Dwarven +5 325,000 Plate 28 Hydra +6 2,125,000 Cloth
Cloth, Leather Plate
22 Razor +5 325,000 Cloth, Leather, Hide 28 Mountain +6 2,125,000 Chain
Chain Hide, Scale
22 Sunleaf +5 325,000 Scale, Plate 28 Mantle of the Plate
Leather, Hide Cloth
23 Curseforged +5 425,000 Cloth, Leather, Hide Seventh Wind +6 2,125,000 Leather, Hide
Plate Chain
23 Delver’s +5 425,000 Cloth 28 Shadowflow +6 2,125,000 Hide, Scale

23 Eladrin +5 425,000 28 Sylvan +6 2,125,000

23 Elven battle +5 425,000 29 Angelsteel +6 2,625,000

23 Fireburst +5 425,000 29 Black Iron +6 2,625,000

23 Hydra +5 425,000 29 Bloodcut +6 2,625,000

23 Mantle of the 29 Darkleaf +6 2,625,000

Seventh Wind +5 425,000 29 Flamedrinker +6 2,625,000

23 Mountain +5 425,000 29 Ghostphase +6 2,625,000

23 Shadowflow +5 425,000 29 Soulforged +6 2,625,000

23 Sylvan +5 425,000 29 Tombforged +6 2,625,000

24 Angelsteel +5 525,000 30 Barkskin +6 3,125,000

24 Black Iron +5 525,000 30 Battleforged +6 3,125,000

24 Bloodcut +5 525,000 30 Bloodthread +6 3,125,000

24 Darkleaf +5 525,000 30 Deathcut +6 3,125,000

24 Flamedrinker +5 525,000 30 Exalted +6 3,125,000

24 Ghostphase +5 525,000 30 Trollskin +6 3,125,000

Delver’s Armor Level 3+ Dwarven Armor Level 2+

A popular armor among adventurers, it is relatively easy to Crafted by the finest dwarf armorsmiths, this armor was once
make. only available to dwarves, though now some armorsmiths will
create a set for whoever can pay the price.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp

Armor: Any Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp

Enhancement: AC Armor: Chain, Scale, Plate

Power (Daily): Free Action. Gain a +2 power bonus to a sav- Enhancement: AC

ing throw you just rolled; use the new result. Property: Gain an item bonus to Endurance checks equal to

the armor’s enhancement bonus.

Power (Daily ✦ Healing): Free Action. Regain hit points as

if you had spent a healing surge.

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229

Eladrin Armor Level 3+ Flamedrinker Armor Level 14+

Crafted by master eladrin armorsmiths, the fine links of this This well-crafted plate armor absorbs flames, providing some
chainmail sparkle in even the faintest light. protection against fire.

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Armor: Plate

Armor: Chain Enhancement: AC

Enhancement: AC Property: Resist 10 fire.

Property: Add 1 square to the maximum distance of any Level 24 or 29: Resist 15 fire.

teleport you make. Power (Daily): Immediate Interrupt. You can use this power

This armor has no speed or skill check penalties. when you are hit by an attack that has the fire keyword.

Level 13 or 18: +2 squares to teleport distance. You and each ally within 5 squares of you gain resist 20

Level 23 or 28: +3 squares to teleport distance. fire until the start of your next turn.

Level 24 or 29: Resist 30 fire.

Elven Battle Armor Level 8+ Ghostphase Armor

There’s no mistaking the forest motif woven into elven battle Level 9+
armor.
This thin white-and-gray mantle fades away near the bottom.

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp

Lvl 18 +4 85,000 gp Lvl 19 +4 105,000 gp

Armor: Leather, Hide Armor: Cloth

Enhancement: AC Enhancement: AC

Property: Gain a +5 item bonus to saving throws against Property: None.

being slowed or immobilized. Level 14: Resist 5 necrotic.

Power (Encounter): Minor Action. Gain a +2 power bonus Level 19 or 24: Resist 10 necrotic.

to speed until the end of your next turn. Level 29: Resist 15 necrotic.

Power (Daily): Minor Action. Become insubstantial until the

Exalted Armor Level 5+ end of your next turn.

Clerics and warlords often seek out exalted armor because of its Level 24 or 29: Become insubstantial and gain phasing
properties that improve their healing powers.
until the end of your next turn.

Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Hydra Armor Level 13+

Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp The scales of the mighty hydra are used to craft this armor.

Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp

Armor: Chain Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp

Enhancement: AC Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp

Power (Daily ✦ Healing): Minor Action. Until the end of Armor: Scale

your turn, each character healed by one of your encounter Enhancement: AC

powers or daily powers regains additional hit points equal Property: When an enemy scores a critical hit against you,

to 1d10 + your Charisma modifier. gain regeneration 5 until the end of the encounter.

Level 23 or 28: Gain regeneration 10.

Fireburst Armor Level 3+ Magic Armor

Eladrin master tailors magically weave threads of arcane fire into A set of basic yet effective enchanted armor. Level 1+
the supple cloth used to make this robe or jacket.
45,000 gp
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 1 +1 360 gp Lvl 16 +4 225,000 gp
Lvl 21 +5 1,125,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 6 +2 1,800 gp Lvl 26 +6

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 11 +3 9,000 gp

Armor: Cloth Armor: Any

Enhancement: AC Enhancement: AC

Property: You automatically succeed on saving throws against

ongoing fire damage. Mantle of the Seventh Wind Level 23+

Power (Daily ✦ Fire): Minor Action. Until the end of your This enchanted robe or jacket catches the fickle wind to bear you
aloft.
next turn, any creature that hits you with a melee attack

takes 1d8 + Charisma modifier fire damage.

Level 13 or 18: 2d8 + Charisma modifier fire damage. Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp
Armor: Cloth
Level 23 or 28: 3d8 + Charisma modifier fire damage. Enhancement: AC
Property: You have a fly speed equal to your speed, but you

must end each turn on a solid surface or you fall.

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230

Mountain Armor Level 8+ Sunleaf Armor Level 7+ MAGIC ARMOR

Dwarf armorsmiths combine the elemental earth of their moun- Elf master crafters use the leaves of the sun tree to create radiant
tain homes with other metals to craft this heavy armor. armor of cloth, leather, or hide.

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp

Lvl 18 +4 85,000 gp Lvl 17 +4 65,000 gp

Armor: Plate Armor: Cloth, Leather, Hide

Enhancement: AC Enhancement: AC

Power (Encounter): Immediate Interrupt. You can use this Property: Resist 5 radiant.

power when you are subjected to a pull, a push, or a slide Level 17 or 22: Resist 10 radiant.

effect. Reduce the forced movement by 1 square. Level 27: Resist 15 radiant.

Level 18 or 23: Reduce the forced movement by 2 Power (Daily ✦ Radiant): Free Action. You can use this

squares. power when an enemy hits you with an opportunity

Level 28: Reduce the forced movement by 3 squares. attack. Deal 1d10 + Dexterity modifier radiant damage to

that enemy.

Razor Armor Level 2+ Level 12 or 17: 2d10 + Dexterity modifier radiant

Jutting spikes and sharp edges cover each scale set into this damage.
armor.
Level 22 or 27: 3d10 + Dexterity modifier radiant

damage.

Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp

Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Sylvan Armor Level 3+

Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp This brown and gray armor is favored by those who want to move
like a leaf carried along on a forest breeze.
Armor: Scale

Enhancement: AC

Property: When an enemy scores a melee critical hit against Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp

you, that enemy takes 1d10 + Dexterity modifier damage. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp

Level 12 or 17: 2d10 + Dexterity modifier damage. Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Level 22 or 27: 3d10 + Dexterity modifier damage. Armor: Cloth, Leather, Hide

Enhancement: AC

Shadowflow Armor Level 13+ Property: Gain an item bonus to Athletics checks and Stealth

Inky tendrils of night seep from this pure black armor. checks equal to the armor’s enhancement bonus.

Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp Tombforged Armor Level 14+

Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp This armor is constructed around a single link from the burial
armor of a hero dead at least 100 years.
Armor: Cloth, Leather

Enhancement: AC

Property: Gain an item bonus to Stealth checks equal to the Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp

armor’s enhancement bonus. Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp

Power (Encounter): Minor Action. Gain concealment until Armor: Chain

the start of your next turn. Enhancement: AC

Level 23 or 28: Gain invisibility until the start of your next Property: Resist 10 necrotic.

turn. Level 24 or 29: Resist 15 necrotic.

Power (Daily ✦ Healing): Immediate Interrupt. You can

Soulforged Armor Level 19+ use this power when an ally within 5 squares of you takes

A bit of your own life force flows through this plate armor, grant- damage. You spend a healing surge but regain no hit
ing you a moment of respite where others would succumb to the
wounds of battle. points. Instead, the ally regains hit points as if he or she

had spent a healing surge.

Level 24 or 29: Ally within 10 squares of you.

Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp Trollskin Armor Level 15+
Lvl 24 +5 525,000 gp
Armor: Plate Trolls hate everyone, but especially you and your warty green armor.
Enhancement: AC
Property: When reduced to 0 hit points or fewer, you remain Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp

conscious until the end of your next turn. If you are still at Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
0 hit points or fewer at that point, you fall unconscious (or
die) as normal. Armor: Hide, Scale

Enhancement: AC

Power (Daily ✦ Healing): Standard Action. Gain regenera-

tion 5 until the end of the encounter or until you drop to 0

hit points or fewer.

If you take acid or fire damage, the regeneration is sup-

pressed until the end of your next turn.

Level 25 or 30: Regeneration 10.

CHAPTER 7 | Equipment

231

MAGIC WEAPONS MAGIC WEAPONS CONT.
Lvl Name
Price (gp) Categories Lvl Name Price (gp) Categories
1 Magic +1 360 Any Any
2 Resounding +1 520 10 Flaming +2 5,000
Hammer, Flail, Any melee
2 Vicious +1 520 Mace, Sling, Staff 10 Lifedrinker +2 5,000 Any
3 Duelist’s +1 680 Any
3 Flameburst +1 680 Any 10 Lightning +2 5,000
3 Frost +1 680 Light Blade Hammer, Flail,
3 Pact Blade +1 680 Any ranged 11 Magic +3 9,000 Mace, Sling, Staff
3 Thundering +1 680
4 Terror +1 840 Any 12 Resounding +3 13,000 Any
Light Blade Light Blade
4 Thunderburst +1 840 12 Vicious +3 13,000 Any ranged
5 Flaming +1 1,000 Any 13 Duelist’s +3 17,000
5 Lifedrinker +1 1,000 Axe, Hammer, 13 Flameburst +3 17,000 Any
5 Lightning +1 1,000 13 Frost +3 17,000 Light Blade
6 Magic +2 1,800 Heavy Blade 13 Pact Blade +3 17,000
7 Resounding +2 2,600 Any ranged 13 Thundering +3 17,000 Any
14 Dragonslayer +3 21,000 Any
7 Vicious +2 2,600 Any 14 Phasing +3 21,000 Any ranged
8 Duelist’s +2 3,400 Any melee 14 Terror +3 21,000 Axe, Hammer,
8 Flameburst +2 3,400 Heavy Blade
8 Frost +2 3,400 Any 14 Thunderburst +3 21,000 Any ranged
8 Pact Blade +2 3,400 Any 15 Berserker +3 25,000 Axe, Heavy Blade
8 Thundering +2 3,400 Hammer, Flail, 15 Flaming +3 25,000 Any
9 Dragonslayer +2 4,200 Mace, Sling, Staff 15 Lifedrinker +3 25,000 Any melee
9 Terror +2 4,200 Any 15 Lightning +3 25,000 Any
Light Blade 16 Magic +4 45,000 Any
9 Thunderburst +2 4,200 Any ranged 17 Resounding +4 65,000 Hammer, Flail,
10 Berserker +2 5,000 Any Mace, Sling, Staff
Light Blade 17 Vicious +4 65,000 Any
Any 18 Duelist’s +4 85,000 Light Blade
Any 18 Flameburst +4 85,000 Any ranged
Axe, Hammer, 18 Frost +4 85,000 Any
Heavy Blade 18 Pact Blade +4 85,000 Light Blade
Any ranged
Axe, Heavy Blade

Weapons Thrown Weapons: Any magic light thrown or
heavy thrown weapon, from the lowly +1 shuriken to
A magic weapon adds an enhancement bonus to attack a +6 perfect hunter’s spear, automatically returns to its
rolls and damage rolls, so a +3 flameburst longbow adds wielder’s hand after a ranged attack with the weapon
+3 to all attack rolls and damage rolls made with the is resolved.
bow. This bonus does not apply to any ongoing damage
or other damage that might be applied to the attack. Catching a returning thrown weapon is a free
action; if you do not wish (or are unable) to catch the
If you’re not proficient with the weapon type, you weapon, it falls at your feet in your space.
don’t gain the proficiency bonus to attack rolls, but
you still gain the enhancement bonus of the magic Berserker Weapon Level 10+
weapon.
A weapon of pure rage.
The category determines what kind of weapons
can be enchanted with that particular set of quali- Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
ties. “Any ranged” includes projectile weapons and
weapons with the heavy thrown or the light thrown Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
property. “Any” or “Any melee” includes all applicable
categories. Lvl 20 +4 125,000 gp

Ammunition: Ranged weapons such as bows, Weapon: Axe, Heavy Blade
crossbows, and slings impart their magic to appropri-
ate ammunition fired from them. Ammunition (such Enhancement: Attack rolls and damage rolls
as arrows, bolts, or sling stones) doesn’t come in magi-
cal versions. You can’t craft (or find) a +1 flameburst Critical: +1d10 damage per plus
arrow or a +3 sling stone.
Power (Daily): Minor Action. Gain a +2 power bonus to

attack rolls and damage rolls with this weapon and take

a –5 penalty to all defenses. You also gain resist 5 to all

damage. The effects last until the end of the encounter or

until you fall unconscious.

Level 20 or 25: Resist 10 to all damage.

Level 30: Resist 15 to all damage.

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232

MAGIC WEAPONS CONT. MAGIC WEAPONS CONT. MAGIC WEAPONS

Lvl Name Price (gp) Categories Lvl Name Price (gp) Categories
Any Any
18 Thundering +4 85,000 Any 25 Flaming +5 625,000
Axe, Hammer,
19 Dragonslayer +4 105,000 Any ranged 25 Holy Avenger +5 625,000 Heavy Blade
Axe, Hammer, Any melee
19 Phasing +4 105,000 Any
Heavy Blade Any
19 Terror +4 105,000 Any ranged 25 Lifedrinker +5 625,000
Axe, Heavy Blade 25 Lightning +5 625,000 Hammer, Flail,
19 Thunderburst +4 105,000 Heavy Blade, 26 Magic +6 1,125,000 Mace, Sling, Staff
20 Berserker +4 125,000 Light Blade 27 Resounding +6 1,625,000
20 Dancing +4 125,000 Any
Any Light Blade
20 Flaming +4 125,000 Any melee 27 Vicious +6 1,625,000 Any ranged
20 Lifedrinker +4 125,000 28 Duelist’s +6 2,125,000
20 Lightning +4 125,000 Any 28 Flameburst +6 2,125,000 Any
21 Magic +5 225,000 Any 28 Frost +6 2,125,000 Light Blade
22 Resounding +5 325,000 Hammer, Flail, 28 Pact Blade +6 2,125,000
Mace, Sling, Staff 28 Thundering +6 2,125,000 Any
22 Vicious +5 325,000 Any 29 Dragonslayer +6 2,625,000 Any
23 Duelist’s +5 425,000 Light Blade 29 Phasing +6 2,625,000 Any ranged
23 Flameburst +5 425,000 Any ranged 29 Terror +6 2,625,000 Axe, Hammer,
23 Frost +5 425,000 Any Heavy Blade
23 Pact Blade +5 425,000 Light Blade 29 Thunderburst +6 2,625,000 Any ranged
23 Thundering +5 425,000 Any 30 Berserker +6 3,125,000 Axe, Heavy Blade
24 Dragonslayer +5 525,000 Any 30 Dancing +6 3,125,000 Heavy Blade,
24 Phasing +5 525,000 Any ranged Light Blade
24 Terror +5 525,000 Axe, Hammer, 30 Flaming +6 3,125,000 Any
Heavy Blade 30 Holy Avenger +6 3,125,000 Axe, Hammer,
Any ranged Heavy Blade
24 Thunderburst +5 525,000 Axe, Heavy Blade 30 Lifedrinker +6 3,125,000 Any melee
25 Berserker +5 625,000 Heavy Blade, 30 Lightning +6 3,125,000 Any
25 Dancing +5 625,000 Light Blade 30 Perfect Hunter’s +6 3,125,000 Any ranged
30 Vorpal +6 3,125,000 Axe, Heavy Blade

Dancing Weapon Level 20+ Dragonslayer Weapon Level 9+

This blade floats beside you, cutting through the air as a dancer The bane of dragonkind.
glides across a ballroom.
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp

Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Lvl 25 +5 625,000 gp
Weapon: Heavy Blade, Light Blade Lvl 19 +4 105,000 gp
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus Weapon: Any
Power (Daily): Minor Action. You release the dancing weap-
Enhancement: Attack rolls and damage rolls
on, and it hovers near you until the end of your next turn
or until you drop to 0 hit points or fewer. Critical: +1d8 damage per plus, or +1d12 damage per plus

You can deliver basic attacks and attack powers against dragons
through the dancing weapon as if you were holding it
yourself (including all attack and damage modifiers you’d Property: This weapon provides resistance against dragon
normally apply).
breath attacks, as shown below.
If you do not attack with a dancing weapon before the
end of your turn, it makes a melee basic attack against Level 9: Resist 5
an enemy of your choice within 2 squares of you as if you
were wielding it. A dancing weapon cannot make oppor- Level 14 or 19: Resist 10
tunity attacks.
Level 24 or 29: Resist 15
Except during brief moments when it is attacking,
a dancing weapon remains in your space, even if you Power (Daily): Minor Action. Your next attack with this
move away or are teleported. It automatically resists any
attempts by other creatures to take hold of it. weapon against a dragon, if made before the end of

At any time during the encounter, you can take hold of your turn, gains a +5 power bonus to the attack roll and
the weapon again. This ends the effect.
automatically ignores any resistance the dragon has.
Sustain Minor: The sword continues to hover and fight
near you until the end of your next turn.

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233

Flaming Weapon Level 5+

You can will this weapon to burst into flame.

Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp

Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp

Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp

Weapon: Any

Enhancement: Attack rolls and damage rolls

Critical: +1d6 fire damage per plus

Power (At-Will ✦ Fire): Free Action. All damage dealt by

this weapon is fire damage. Another free action returns

the damage to normal.

Power (Daily ✦ Fire): Free Action. Use this power when you

hit with the weapon. Deal an extra 1d6 fire damage, and

the target takes ongoing 5 fire damage (save ends).

Level 15 or 20: 2d6 fire damage and ongoing 10 fire

damage.

Level 25 or 30: 3d6 fire damage and ongoing 15 fire

damage.

Frost Weapon Level 3+

A thin layer of frost coats the business end of this weapon.

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Weapon: Any

Enhancement: Attack rolls and damage rolls

Critical: +1d6 cold damage per plus

Power (At-Will ✦ Cold): Free Action. All damage dealt by

this weapon is cold damage. Another free action returns

the damage to normal.

Power (Daily ✦ Cold): Free Action. Use this power when you

hit with the weapon. The target takes an extra 1d8 cold

Duelist’s Weapon damage and is slowed until the end of your next turn.

Level 3+ Level 13 or 18: 2d8 cold damage.

The favorite weapon of a rogue. Level 23 or 28: 3d8 cold damage.

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Holy Avenger

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Level 25+

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp The most prized weapon of any paladin.

Weapon: Light Blade Lvl 25 +5 625,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Axe, Hammer, Heavy Blade
Enhancement: Attack rolls and damage rolls Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus, and you can spend a
Critical: +1d6 damage per plus, or +1d8 damage per plus if
healing surge
you have combat advantage Property: A holy avenger deals an extra 1d10 radiant damage

Power (Daily): Minor Action. You have combat advantage when the power you use to make the attack has the radiant
keyword.
against the next creature you attack with this weapon on Power (Daily): Minor Action. You and each ally within 10
squares of you gain a +5 power bonus to Fortitude, Reflex,
this turn. and Will defenses until the end of your next turn.
Special: A holy avenger can be used as a holy symbol. It adds
Flameburst Weapon Level 3+ its enhancement bonus to attack rolls and damage rolls
and the extra damage granted by its property (if applicable)
This ranged weapon packs a fiery surprise. when used in this manner. You do not gain your weapon
proficiency bonus to an attack roll when using a holy avenger
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp as an implement.

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Weapon: Any ranged

Enhancement: Attack rolls and damage rolls

Critical: +1d6 fire damage per plus

Power (Daily ✦ Fire): Minor Action. The next ranged basic

attack you make with this weapon before the end of your

turn becomes a burst 1 centered on the target. Use your

normal attack bonus for the basic attack, but against Re-

flex. Instead of normal damage, each target hit takes ongo-

ing 5 fire damage (save ends).

Level 13 or 18: Burst 2; ongoing 10 fire damage. EVA WIDERMANN

Level 23 or 28: Burst 3; ongoing 15 fire damage.

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234

Lifedrinker Weapon Level 5+ Perfect Hunter’s Weapon Level 30 MAGIC WEAPONS

This weapon transfers an enemy’s vitality to you. This weapon ignores cover and concealment when its magic is
activated.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp

Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Any ranged
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Enhancement: Attack rolls and damage rolls
Critical: +1d12 damage per plus
Weapon: Any melee Power (Daily): Standard Action. When you use this power,

Enhancement: Attack rolls and damage rolls you automatically pinpoint the location of all creatures
within 10 squares of you, even if line of sight or line of
Critical: +1d6 necrotic damage per plus effect to those creatures would normally be blocked. This
pinpointing lasts until the end of your turn. You can target
Property: When you drop an enemy to 0 hit points or any one of those creatures as if it did not have cover or
concealment. You can then make a ranged basic attack
fewer with a melee attack made with this weapon, gain 5 with this weapon with a +5 bonus to the attack roll.

temporary hit points.

Level 15 or 20: Gain 10 temporary hit points.

Level 25 or 30: Gain 15 temporary hit points.

Lightning Weapon Level 5+

This weapon crackles with dancing lightning. Phasing Weapon Level 14+

Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp This weapon’s projectiles phase in and out of reality when fired,
slipping through cover as if it weren’t there.
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp

Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp

Weapon: Any Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp

Enhancement: Attack rolls and damage rolls Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp

Critical: +1d6 lightning damage per plus Weapon: Any ranged

Power (At-Will ✦ Lightning): Free Action. All damage dealt Enhancement: Attack rolls and damage rolls

by this weapon is lightning damage. Another free action Critical: +1d6 damage per plus

returns the damage to normal. Property: Your ranged attacks with the weapon ignore the

Power (Daily ✦ Lightning): Free Action. Use this power when penalty to attack rolls for cover or superior cover.

you hit with the weapon. The target and each enemy within

2 squares of the target take 1d6 lightning damage.

Level 15 or 20: 2d6 lightning damage.

Level 25 or 30: 3d6 lightning damage.

Magic Weapon Level 1+

A basic enchanted weapon. 45,000 gp
225,000 gp
Lvl 1 +1 360 gp Lvl 16 +4 1,125,000 gp

Lvl 6 +2 1,800 gp Lvl 21 +5

Lvl 11 +3 9,000 gp Lvl 26 +6

Weapon: Any

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Pact Blade Level 3+

Warlocks favor this wickedly sharp blade.

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Weapon: Light Blade (usually daggers and sickles)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Property: This blade functions as a warlock implement,

adding its enhancement bonus to attack rolls and damage

rolls for warlock powers that use implements.

Property: When a creature you have cursed with your

Warlock’s Curse makes a melee attack against you,

deal damage to the creature equal to the pact blade’s

enhancement bonus.

Special: You do not gain your weapon proficiency bonus to

the attack roll when using a pact blade as an implement.

WILLIAM O’ CONNOR CHAPTER 7 | Equipment

235

Resounding Weapon Level 2+ Vicious Weapon Level 2+

A thundering peal sounds when this weapon hits, dazing its Some wielders claim this weapon takes pleasure in dealing pain.
target.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
325,000 gp
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 1,625,000 gp

Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6

Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Weapon: Any

Weapon: Hammer, Flail, Mace, Sling, Staff Enhancement: Attack rolls and damage rolls

Enhancement: Attack rolls and damage rolls Critical: +1d12 damage per plus

Critical: +1d6 thunder damage per plus

Power (Daily): Free Action. Use this power when you hit Vorpal Weapon Level 30

with the weapon. The target is dazed until the end of your There is nothing as sharp as the bite of a vorpal blade.

next turn.

Terror Weapon Level 4+ Lvl 30 +6 3,125,000 gp
Weapon: Axe, Heavy Blade
The bite of this weapon sends waves of fear through its target. Enhancement: Attack rolls and damage rolls
Critical: +1d12 damage per plus
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp Property: Whenever you roll the maximum result on any damage

Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp die for this weapon, roll that die again and add the additional
result to the damage total. If a reroll results in another
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp maximum damage result, roll it again and keep adding.
Power (Daily): Free Action. Use this power when you hit
Weapon: Axe, Hammer, Heavy Blade with the weapon. Deal an extra 3d12 damage with the
attack.
Enhancement: Attack rolls and damage rolls

Critical: +1d8 damage per plus

Power (Daily ✦ Fear): Free Action. Use this power when

you hit with the weapon. The target takes a –2 penalty to

all defenses (save ends).

Thunderburst Weapon Level 4+ Holy Symbols

Suddenly, the projectile explodes in a burst of violent sound. If you are a member of a class that can use a holy
symbol as an implement, you can apply the enhance-
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp ment bonus of a holy symbol to the attack rolls and the
damage rolls of any of your powers from that class that
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp have the implement keyword, and you can use a holy
symbol’s properties and powers. Members of other
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp classes gain no benefit from wearing or holding a holy
symbol.
Weapon: Any ranged
A holy symbol represents your deity and takes the
Enhancement: Attack rolls and damage rolls shape of an aspect of the god. (See pages 21–22 for
the symbols of the good, lawful good, and unaligned
Critical: +1d6 thunder damage per plus deities.) As with most other implements, you can’t
make melee attacks with a holy symbol.
Power (Daily ✦ Thunder): Minor Action. The next ranged
Unlike other implements, you need only to wear
basic attack you make with this weapon before the end of a holy symbol for its property or power to function.
If you are wearing or holding more than one holy
your turn becomes a burst 1 centered on the target. Use symbol, none of your symbols function.

your normal attack bonus for the basic attack, but against

Fortitude. Each target hit takes thunder damage equal to

the normal damage you would deal with a ranged basic

attack with the weapon.

Level 14 or 19: Burst 2.

Level 24 or 29: Burst 3.

Thundering Weapon Level 3+

You can unleash a clap of thunder when this weapon hits, carry- Magic Holy Symbol Level 1+
ing your foe away on a wave of deadly sound.

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp A holy symbol of your god, enchanted with magical power.

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
225,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 6 +2 1,800 gp Lvl 21 +5 1,125,000 gp

Weapon: Any Lvl 11 +3 9,000 gp Lvl 26 +6

Enhancement: Attack rolls and damage rolls Implement (Holy Symbol)

Critical: +1d6 thunder damage per plus Enhancement: Attack rolls and damage rolls

Power (Daily ✦ Thunder): Free Action. Use this power Critical: +1d6 damage per plus

when you hit with the weapon. Deal an extra 1d8 thunder

damage and push the target 1 square.

Level 13 or 18: 2d8 extra thunder damage.

Level 23 or 28: 3d8 extra thunder damage.

CHAPTER 7 | Equipment

236

Symbol of Battle Level 5+ HOLY SYMBOLS H O LY S Y M B O L S
Lvl Name
This holy symbol is favored by battle clerics and warpriests. Price (gp)
1 Magic holy symbol +1 360
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp 2 Symbol of life +1 520
3 Symbol of hope +1 680
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp 5 Symbol of battle +1
6 Magic holy symbol +2 1,000
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp 7 Symbol of power +2 1,800
7 Symbol of life +2 2,600
Implement (Holy Symbol) 8 Symbol of hope +2 2,600
9 Symbol of victory +2 3,400
Enhancement: Attack rolls and damage rolls 10 Symbol of battle +2 4,200
11 Magic holy symbol +3 5,000
Critical: +1d8 damage per plus 12 Symbol of power +3 9,000
12 Symbol of life +3 13,000
Power (Daily): Free Action. Use this power when you hit 13 Symbol of hope +3 13,000
14 Symbol of victory +3 17,000
with an attack using this holy symbol. Deal an extra 1d10 15 Symbol of battle +3 21,000
16 Magic holy symbol +4 25,000
damage. 17 Symbol of power +4 45,000
17 Symbol of life +4 65,000
Level 15 or 20: 2d10 extra damage. 18 Symbol of hope +4 65,000
19 Symbol of victory +4 85,000
Level 25 or 30: 3d10 extra damage. 20 Symbol of battle +4 105,000
21 Magic holy symbol +5 125,000
Symbol of Hope Level 3+ 22 Symbol of power +5 225,000
22 Symbol of life +5 325,000
The power of your faith makes it easier for allies to recover from 23 Symbol of hope +5 325,000
debilitating effects. 23 Symbol of radiance +5 425,000
24 Symbol of victory +5 425,000
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp 25 Symbol of battle +5 525,000
26 Magic holy symbol +6 625,000
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp 27 Symbol of power +6 1,125,000
27 Symbol of life +6 1,625,000
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp 28 Symbol of hope +6 1,625,000
28 Symbol of radiance +6 2,125,000
Implement (Holy Symbol) 29 Symbol of victory +6 2,125,000
30 Symbol of battle +6 2,625,000
Enhancement: Attack rolls and damage rolls 3,125,000

Critical: +1d6 damage per plus

Power (Daily): Immediate Reaction. You can use this power

when you or an ally within 5 squares of you is hit by

an effect that a save can end. You or the ally gains a +5

power bonus to saving throws against the effect.

Symbol of Life Level 2+

The power of your faith adds energy to your healing prayers.

Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp

Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp

Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp

Implement (Holy Symbol)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Power (Daily ✦ Healing): Minor Action. Until the end of

your turn, any character healed by one of your encounter

powers or daily powers regains an additional 1d6 hit

points.

Level 12 or 17: Regains an additional 2d6 hit points.

Level 22 or 27: Regains an additional 3d6 hit points.

Symbol of Power Level 7+ Symbol of Radiance Level 23+

The power of your faith makes it harder for enemies to recover This symbol glows with the power of your faith.
from debilitating effects.
Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Critical: +1d6 radiant damage per plus
Power (Daily ✦ Healing): Free Action. Use this power
Lvl 17 +4 65,000 gp
when using the symbol to attack with a power that has
Implement (Holy Symbol) the radiant keyword. One ally of your choice within 10
squares of you can spend a healing surge.
Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Property: When you use this symbol to deliver an effect

that a save can end, the target takes a –2 penalty to saving

throws against the effect.

CHAPTER 7 | Equipment

237

Symbol of Victory Level 9+ Orb of Indisputable Gravity Level 7+

Your god helps those who help themselves. A sphere of sky blue crystal.

Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp

Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp

Lvl 19 +4 105,000 gp Lvl 17 +4 65,000 gp

Implement (Holy Symbol) Implement (Orb)

Enhancement: Attack rolls and damage rolls Enhancement: Attack rolls and damage rolls

Critical: +1d8 damage per plus Critical: +1d6 damage per plus

Power (Daily): Free Action. You can use this power when Power (Daily): Minor Action. Until the end of your next

you or an ally within 5 squares of you scores a critical hit. turn, any attack that hits a flying creature within 10

That character gains an action point. squares of you also forces that creature to gently fall 10

squares. If a descent of that distance would bring the crea-

Orbs ture to ground, it lands prone but takes no damage from

If you are a member of a class that can use an orb as the fall.
an implement, you can apply the enhancement bonus
of an orb to the attack rolls and the damage rolls of any Orb of Inevitable Continuance Level 3+
of your powers from that class that have the implement
keyword, and you can use an orb’s properties and A sphere of gray crystal that appears as a ball of solid mist.
powers. Members of other classes gain no benefit from
wielding an orb. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp

An orb is a heavy, round object, usually made of Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
glass or crystal, of a size to fit comfortably in the palm
of your hand. Orbs range in color, from clear glass to Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
solid ebony, with storms of color erupting deep within
their depths. As with most other implements, you can’t Implement (Orb)
make melee attacks with an orb.
Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Power (Daily): Minor Action. One of your powers that is due

to end at the end of this turn instead lasts until the end of

your next turn.

Orb of Invasive Fortune Level 20+

A sphere of crystal consisting of swirls of gold and orange.

Magic Orb Level 1+ Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Lvl 25 +5 625,000 gp
A standard crystal orb, enchanted to channel arcane energy. Implement (Orb)
Enhancement: Attack rolls and damage rolls
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp Critical: +1d8 damage per plus
225,000 gp Power (Daily): Immediate Interrupt. You can use this power
Lvl 6 +2 1,800 gp Lvl 21 +5 1,125,000 gp
when an enemy within 10 squares of you successfully
Lvl 11 +3 9,000 gp Lvl 26 +6 recharges a power. Instead, the recharge fails and you
regain the use of an expended encounter power.
Implement (Orb)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Orb of Drastic Resolutions Level 13+ Orb of Reversed Polarities Level 9+

A sphere of brilliant purple glass, alight with ribbons of crimson A sphere of polished crystal that appears as a ball of stormy sky.
dancing beneath its smooth surface.

Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp

Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp

Implement (Orb) Lvl 19 +4 105,000 gp

Enhancement: Attack rolls and damage rolls Implement (Orb)

Critical: +1d6 damage per plus Enhancement: Attack rolls and damage rolls

Power (Daily): Free Action. You can use this power when Critical: +1d6 damage per plus

an enemy within 10 squares of you drops to 0 hit points Power (Daily): Minor Action. Until the end of your next

or fewer. Immobilize (save ends) or weaken (save ends) a turn, your attacks treat any resistance possessed by a tar-

different enemy within 10 squares of you. get as vulnerable 5 to the same damage type.

Level 14 or 19: Vulnerable 10.

Level 24 or 29: Vulnerable 15.

CHAPTER 7 | Equipment

238

ORBS Price (gp) Rods RODS
Lvl Name 360
680 If you are a member of a class that can use a rod as
1 Magic orb +1 an implement, you can apply its enhancement bonus
3 Orb of inevitable continuance +1 1,000 to the attack and damage rolls of any of your powers
5 Orb of sanguinary repercussions +1 1,800 from that class that have the implement keyword, and
6 Magic orb +2 2,600 you can use a rod’s properties and powers. Members of
7 Orb of indisputable gravity +2 3,400 other classes gain no benefit from wielding a rod.
8 Orb of inevitable continuance +2 4,200
9 Orb of reversed polarities +2 5,000 A rod is a short, heavy cylinder, typically covered in
10 Orb of sanguinary repercussions +2 9,000 mystic runes or inscribed crystals. As with most other
11 Magic orb +3 13,000 implements, you can’t make melee attacks with a rod.
12 Orb of indisputable gravity +3 17,000
13 Orb of drastic resolutions +3 17,000 Magic Rod Level 1+
13 Orb of inevitable continuance +3 21,000
14 Orb of reversed polarities +3 25,000 A standard rod, enchanted so as to channel arcane energy.
15 Orb of sanguinary repercussions +3 45,000
16 Magic orb +4 65,000 Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
17 Orb of indisputable gravity +4 85,000 225,000 gp
18 Orb of drastic resolutions +4 85,000 Lvl 6 +2 1,800 gp Lvl 21 +5 1,125,000 gp
18 Orb of inevitable continuance +4 105,000
19 Orb of reversed polarities +4 125,000 Lvl 11 +3 9,000 gp Lvl 26 +6
20 Orb of invasive fortune +4 125,000
20 Orb of sanguinary repercussions +4 225,000 Implement (Rod)
21 Magic orb +5 325,000
22 Orb of indisputable gravity +5 425,000 Enhancement: Attack rolls and damage rolls
23 Orb of drastic resolutions +5 425,000
23 Orb of inevitable continuance +5 525,000 Critical: +1d6 damage per plus
24 Orb of reversed polarities +5 625,000
25 Orb of invasive fortune +5 625,000 Rod of Corruption Level 3+
25 Orb of sanguinary repercussions +5 1,125,000
26 Magic orb +6 1,625,000 This rod magnifies and multiplies your Warlock’s Curse.
27 Orb of indisputable gravity +6 2,125,000
28 Orb of drastic resolutions +6 2,125,000 Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
28 Orb of inevitable continuance +6 2,625,000
29 Orb of reversed polarities +6 3,125,000 Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
30 Orb of invasive fortune +6 3,125,000
30 Orb of sanguinary repercussions +6 Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Implement (Rod)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

Property: Whenever your pact boon is triggered, instead of

taking its normal benefit you can transfer your Warlock’s

Curse to each enemy within 5 squares of the original target.

Rod of Dark Reward Level 2+

This rod channels your Warlock’s Curse while adding to your
defenses.

Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp

Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp

Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp

Implement (Rod)

Orb of Sanguinary Repercussions Enhancement: Attack rolls and damage rolls

Level 5+ Critical: +1d6 damage per plus

A sphere of brilliant crimson. Property: Whenever you place a Warlock’s Curse on an

Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp enemy, you gain a +1 power bonus to AC until the start of

Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp your next turn.

Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Rod of Death’s Grasp Level 23+

Implement (Orb)

Enhancement: Attack rolls and damage rolls A rod that ripples with necrotic energy.

Critical: +1d6 damage per plus, or +1d10 damage per plus Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp
Implement (Rod)
against bloodied creatures Enhancement: Attack rolls and damage rolls
Critical: Ongoing 10 necrotic damage (save ends), and you
Power (Daily): Minor Action. Deal 1d6 + Intelligence modi-
gain 10 temporary hit points
fier damage to each bloodied creature within 5 squares of Level 28: Ongoing 15 necrotic damage (save ends), and you
gain 15 temporary hit points
you. Power (Daily ✦ Necrotic): Free Action. Use this power when
you place your Warlock’s Curse on a target. The target
Level 15 or 20: 2d6 + Intelligence modifier damage. takes ongoing 10 necrotic damage (save ends). Each time
this damage is dealt, you gain 10 temporary hit points.
Level 25 or 30: 3d6 + Intelligence modifier damage. Level 28: Ongoing 15 necrotic damage (save ends), and
you gain 15 temporary hit points.

CHAPTER 7 | Equipment

239

RODS Rod of Harvest Level 14+
Lvl Name
Price (gp) This rod stores the power of your pact boon so that you can
1 Magic rod +1 360 unleash it when you want to.
2 Rod of dark reward +1 520
3 Rod of corruption +1 680 Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
5 Rod of reaving +1
6 Magic rod +2 1,000 Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
7 Rod of dark reward +2 1,800
8 Rod of corruption +2 2,600 Implement (Rod)
8 Rod of first blood +2 3,400
10 Rod of reaving +2 3,400 Enhancement: Attack rolls and damage rolls
10 Rod of the pyre +2 5,000
11 Magic rod +3 5,000 Critical: +1d6 damage per plus
12 Rod of dark reward +3 9,000
13 Rod of corruption +3 13,000 Property: When your pact boon is triggered, you can store its
13 Rod of first blood +3 17,000
14 Rod of harvest +3 17,000 effect within your rod instead of using it immediately. Your
15 Rod of reaving +3 21,000
15 Rod of the pyre +3 25,000 rod can hold only one pact boon effect at a time.
16 Magic rod +4 25,000
17 Rod of dark reward +4 45,000 Power (Encounter): Minor Action. Use the pact boon effect
18 Rod of corruption +4 65,000
18 Rod of first blood +4 85,000 stored within your rod.
19 Rod of harvest +4 85,000
20 Rod of reaving +4 105,000 Rod of Reaving Level 5+
20 Rod of the pyre +4 125,000
21 Magic rod +5 125,000 This rod enhances the damage dealt to those suffering your War-
22 Rod of dark reward +5 225,000 lock’s Curse.
23 Rod of corruption +5 325,000
23 Rod of death’s grasp +5 425,000 Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
23 Rod of first blood +5 425,000
24 Rod of harvest +5 425,000 Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
25 Rod of reaving +5 525,000
25 Rod of the pyre +5 625,000 Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
26 Magic rod +6 625,000
27 Rod of dark reward +6 1,125,000 Implement (Rod)
28 Rod of corruption +6 1,625,000
28 Rod of death’s grasp +6 2,125,000 Enhancement: Attack rolls and damage rolls
28 Rod of first blood +6 2,125,000
29 Rod of harvest +6 2,125,000 Critical: +1d8 damage per plus
30 Rod of reaving +6 2,625,000
30 Rod of the pyre +6 3,125,000 Property: When you place your Warlock’s Curse on a target,
3,125,000
the creature takes damage equal to the rod’s enhancement

bonus.

Rod of the Pyre Level 10+

This rod crackles with arcane fire.

Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp

Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp

Lvl 20 +4 125,000 gp

Implement (Rod)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 fire damage per plus

Power (Daily): Free Action. When you place your Warlock’s

Curse on a target, the creature gains vulnerability 2 fire

until the end of your next turn.

Level 15: Vulnerability 3 fire.

Level 20: Vulnerability 4 fire.

Level 25: Vulnerability 5 fire.

Level 30: Vulnerability 6 fire.

Rod of First Blood Level 8+ Staffs

This rod demands to strike first in any battle. A staff is a shaft of wood as tall or slightly taller than
you are, sometimes crowned with a decorative crystal
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp or some other arcane fetish. Fashioned either as a
quarterstaff or a walking staff, it is also imbued with
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp arcane enchantments so that you can channel your
spells through it. Unlike other implements, a staff also
Lvl 18 +4 85,000 gp functions as a melee weapon (treat it as a quarterstaff ).
When used in melee, a staff applies its enhancement
Implement (Rod) bonus and critical damage dice just as a weapon does.

Enhancement: Attack rolls and damage rolls However, you must be a member of a class that can
use a staff as an implement to apply the enhancement
Critical: +1d6 damage per plus, or +1d8 damage per plus bonus of a staff to the attack rolls and the damage rolls
of any of your powers from that class that have the
against creatures that have maximum hit points

Property: When you hit a creature that has maximum hit

points with an attack using this rod, deal 1d8 extra damage.

Level 13 or 18: 2d8 extra damage.

Level 23 or 28: 3d8 extra damage.

CHAPTER 7 | Equipment

240

STAFFS Magic Staff Level 1+ S TA F F S
Lvl Name
Price (gp) A basic staff, enchanted to channel arcane energy.
1 Magic staff +1 360
2 Staff of fiery might +1 520 Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
3 Staff of the war mage +1 680 225,000 gp
4 Staff of winter +1 840 Lvl 6 +2 1,800 gp Lvl 21 +5 1,125,000 gp
5 Staff of storms +1
6 Magic staff +2 1,000 Lvl 11 +3 9,000 gp Lvl 26 +6
7 Staff of fiery might +2 1,800
8 Staff of the war mage +2 2,600 Implement (Staff )
8 Thunderwave staff +2 3,400
9 Staff of winter +2 3,400 Enhancement: Attack rolls and damage rolls
10 Staff of storms +2 4,200
11 Magic staff +3 5,000 Critical: +1d6 damage per plus
12 Staff of fiery might +3 9,000
13 Staff of the war mage +3 13,000 Staff of Fiery Might Level 2+
13 Thunderwave staff +3 17,000
14 Staff of winter +3 17,000 This staff is engraved with fire symbols and is warm to the touch.
15 Staff of storms +3 21,000 It makes fire spells more potent.
16 Magic staff +4 25,000
17 Staff of fiery might +4 45,000 Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
18 Staff of the war mage +4 65,000
18 Thunderwave staff +4 85,000 Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
19 Staff of power +4 85,000
19 Staff of winter +4 105,000 Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
20 Staff of storms +4 105,000
21 Magic staff +5 125,000 Implement (Staff )
22 Staff of fiery might +5 225,000
23 Staff of the war mage +5 325,000 Enhancement: Attack rolls and damage rolls
23 Thunderwave staff +5 425,000
24 Staff of power +5 425,000 Critical: 1d8 fire damage per plus
24 Staff of winter +5 525,000
25 Staff of storms +5 525,000 Power (Daily): Free Action. Use this power when using a
26 Magic staff +6 625,000
27 Staff of fiery might +6 1,125,000 power that has the fire keyword. After rolling damage, you
28 Staff of the war mage +6 1,625,000
28 Thunderwave staff +6 2,125,000 can reroll a number of damage dice equal to or less than
29 Staff of power +6 2,125,000
29 Staff of winter +6 2,625,000 the staff ’s enhancement bonus. You must keep the new
30 Staff of storms +6 2,625,000
3,125,000 results, and you can’t reroll any die more than once.

implement keyword and to use a staff ’s properties and
powers. If your class can’t normally use staffs as imple-
ments, or if you’re not using an implement power, a
staff is simply a magic quarterstaff.

For example, a cleric could pick up and use a +3
staff of fiery might as a melee weapon: He would add
3 to his melee attack rolls and damage rolls, and if
he scored a critical hit with the staff, he would add
3d10 fire damage. However, he couldn’t use the staff ’s
power in conjunction with a cleric power that had
the fire keyword, because cleric powers can’t be cast
through staffs.

RAVEN MIMURA CHAPTER 7 | Equipment

241

Staff of Power Level 19+ Thunderwave Staff Level 8+

This staff, topped by a clawed hand holding a blue crystal, allows This rune-covered staff emits waves of thunder that deal damage
you to cast a spell twice. and knock enemies prone.

Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 24 +5 525,000 gp
Implement (Staff ) Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Enhancement: Attack rolls and damage rolls
Critical: +1d10 damage per plus Lvl 18 +4 85,000 gp
Power (Daily): Free Action. Use this power when you score
Implement (Staff )
a critical hit using an encounter power or a daily power.
That power is not expended. Enhancement: Attack rolls and damage rolls

Critical: +1d8 thunder damage per plus

Power (Daily ✦ Thunder): Free Action. Use this power

when you would push one or more creatures with one of

your powers. Instead of pushing those creatures, knock

Staff of Storms Level 5+ them prone and deal xd6 thunder damage to each one,

This staff, covered in lightning runes, enhances the power of light- where x equals the number of squares you would normally
ning and thunder spells.
push each one.

Level 13 or 18: xd8 thunder damage.

Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Level 23 or 28: xd10 thunder damage.

Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp

Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Wands

Implement (Staff ) A wand is a slender, tapered piece of wood, enchanted
to channel arcane energy. If you are a member of a
Enhancement: Attack rolls and damage rolls class that can use a wand as an implement, you can
apply the enhancement bonus of a wand to the attack
Critical: +1d6 lightning or thunder damage per plus rolls and the damage rolls of any of your powers from
that class that have the implement keyword, and you
Power (Daily ✦ Lightning, Thunder): Free Action. Use this can use a wand’s properties and powers. Members of
other classes gain no benefit from wielding a wand.
power when using a power that has the lightning or the
Using a wand’s power works like using the power
thunder keyword. After resolving the power, deal 1d8 normally. To do so, you need to be able to use at least
one power from the same power source as the wand.
lightning and thunder damage to every creature in a close For example, a rogue who has picked up at least one
wizard power through multiclassing feats could use a
blast 3. wizard power in a wand, since each knows one power
that uses the arcane power source. Several wands
Level 15 or 20: 2d8 lightning and thunder damage. appear below, but you can also design your own.

Level 25 or 30: 3d8 lightning and thunder damage. A wand can contain an encounter power of any
class capable of using wands. When you craft a wand,
Staff of the War Mage Level 3+ you can choose any encounter power that you know
or that is available to your class. You can’t choose
This staff, topped with a red crystal, enhances the size of your anything other than a class power (you can’t choose a
blast and burst spells. paragon path power, for instance).

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Implement (Staff )

Enhancement: Attack rolls and damage rolls

Critical: +1d8 damage per plus

Power (Daily): Free Action. Use this power when using a

power that has a blast or a burst effect. Increase the size of

the blast or the burst by 1.

Staff of Winter Level 4+

This staff is engraved with winter symbols and is cold to the Wand Level Power Level
touch. It adds to the effect of your cold spells. 3 1
8
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp 2* or 3
13 6* or 7
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp 18 10* or 13
23 16* or 17
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp 28 22* or 23
*Indicates utility power.
Implement (Staff )

Enhancement: Attack rolls and damage rolls

Critical: +1d6 cold damage per plus

Power (Daily): Free Action. Use this power when using

a power that has the cold keyword. After you resolve

the power, all enemies within 3 squares of you are Magic Wand

immobilized (save ends). Level 1+

A basic wand, enchanted so as to channel arcane energy.

Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
225,000 gp
Lvl 6 +2 1,800 gp Lvl 21 +5 1,125,000 gp

Lvl 11 +3 9,000 gp Lvl 26 +6

Implement (Wand)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus

CHAPTER 7 | Equipment

242

WANDS Price (gp) WANDS CONT. Price (gp) WA N D S
Lvl Name 360 Lvl Name 85,000
680 85,000
1 Magic wand +1 680 18 Wand of icy rays +4 85,000
3 Wand of (power level 1) +1 680 18 Wand of ray of enfeeblement +4 85,000
3 Wand of ray of enfeeblement +1 18 Wand of shield +4 85,000
3 Wand of witchfire +1 1,800 18 Wand of soul flaying +4
6 Magic wand +2 3,400 18 Wand of witchfire +4 225,000
8 Wand of (power level 3 or lower) +2 3,400 21 Magic wand +5 425,000
8 Wand of eldritch rain +2 3,400 23 Wand of (power level 17 or lower) +5 425,000
8 Wand of fiery bolt +2 3,400 23 Wand of eldritch rain +5 425,000
8 Wand of icy rays +2 3,400 23 Wand of fiery bolt +5 425,000
8 Wand of ray of enfeeblement +2 3,400 23 Wand of fire burst +5 425,000
8 Wand of shield +2 3,400 23 Wand of icy rays +5 425,000
8 Wand of witchfire +2 9,000 23 Wand of ray of enfeeblement +5 425,000
11 Magic wand +3 17,000 23 Wand of shield +5 425,000
13 Wand of (power level 7 or lower) +3 17,000 23 Wand of soul flaying +5 425,000
13 Wand of eldritch rain +3 17,000 23 Wand of witchfire +5 1,125,000
13 Wand of fiery bolt +3 17,000 26 Magic wand +6 2,125,000
13 Wand of fire burst +3 17,000 28 Wand of (power level 23 or lower) +6 2,125,000
13 Wand of icy rays +3 17,000 28 Wand of eldritch rain +6 2,125,000
13 Wand of ray of enfeeblement +3 17,000 28 Wand of fiery bolt +6 2,125,000
13 Wand of shield +3 17,000 28 Wand of fire burst +6 2,125,000
13 Wand of witchfire +3 45,000 28 Wand of icy rays +6 2,125,000
16 Magic wand +4 85,000 28 Wand of ray of enfeeblement +6 2,125,000
18 Wand of (power level 13 or lower) +4 85,000 28 Wand of shield +6 2,125,000
18 Wand of eldritch rain +4 85,000 28 Wand of soul flaying +6 2,125,000
18 Wand of fiery bolt +4 85,000 28 Wand of witchfire +6
18 Wand of fire burst +4

Wand of Eldritch Rain Level 8+ Wand of Fire Burst Level 13+

This wand carries the warlock spell eldritch rain. This wand carries the wizard spell fire burst.

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp

Lvl 18 +4 85,000 gp Implement (Wand)

Implement (Wand) Enhancement: Attack rolls and damage rolls

Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus

Critical: +1d6 damage per plus Power (Daily ✦ Arcane, Fire, Implement): Standard Action.

Power (Daily ✦ Arcane, Implement): Standard Action. As As the wizard’s fire burst power.

the warlock’s eldritch rain power.

Wand of Fiery Bolt Wand of Icy Rays Level 8+

Level 8+ This wand carries the wizard spell icy rays.

This wand carries the warlock spell fiery bolt. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 18 +4 85,000 gp

Lvl 18 +4 85,000 gp Implement (Wand)

Implement (Wand) Enhancement: Attack rolls and damage rolls

Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus

Critical: +1d6 damage per plus Power (Daily ✦ Arcane, Cold, Implement): Standard Ac-

Power (Daily ✦ Arcane, Fire, Implement): Standard Action. tion. As the wizard’s icy rays power.

As the warlock’s fiery bolt power.

CHAPTER 7 | Equipment

243

Wand of Ray of Enfeeblement Level 3+ Arms Slot Items

This wand carries the wizard spell ray of enfeeblement. Shields and bracers contain powers that protect you
from harm or that turn an attack against you into an
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp immediate attack against your enemy. A set of qualities
that pertains to a magic shield can be applied to either
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp a light shield or a heavy shield.

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Implement (Wand)

Enhancement: Attack rolls and damage rolls

Critical: +1d6 damage per plus Bashing Shield

Power (Daily ✦ Arcane, Implement, Necrotic): Standard Level 5+

Action. As the wizard’s ray of enfeeblement power. This stout shield can be used to force your opponents back.

Wand of Shield Level 8+ Lvl 5 1,000 gp Lvl 25 625,000 gp

Lvl 15 25,000 gp

This wand carries the wizard spell shield. Item Slot: Arms

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Power (Daily): Free Action. Use this power when you hit an

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp enemy with a melee attack. Push the enemy 1d4 squares

Lvl 18 +4 85,000 gp after applying the attack’s effects.

Implement (Wand) Level 15: Push 2d4 squares.

Enhancement: Attack rolls and damage rolls Level 25: Push 3d4 squares.

Critical: +1d6 damage per plus Bracers of Defense

Power (Daily ✦ Arcane, Force): Immediate Interrupt. As Level 7+

the wizard’s shield power. These enchanted armbands can be activated to reduce the
damage you take from a single attack.
Wand of Soul Flaying
Level 18+ Lvl 7 2,600 gp Lvl 27 1,625,000 gp

This wand carries the warlock spell soul flaying. Lvl 17 65,000 gp

Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp Item Slot: Arms

Lvl 23 +5 425,000 gp Power (Daily): Immediate Interrupt. You can use this power

Implement (Wand) when you are hit by a melee attack. Reduce the damage

Enhancement: Attack rolls and damage rolls dealt to you by the attack by 10.

Critical: +1d6 damage per plus Level 17: Reduce the damage dealt by 20.

Power (Daily ✦ Arcane, Implement, Necrotic): Standard Level 27: Reduce the damage dealt by 30.

Action. As the warlock’s soul flaying power. Bracers of Mighty Striking

Level 2+

Wand of Witchfire Level 3+ These enchanted armbands increase the damage you deal with a
melee attack.
This wand carries the warlock spell witchfire.

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 2 520 gp Lvl 22 325,000 gp

Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 12 13,000 gp

Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Item Slot: Arms

Implement (Wand) Property: When you hit with a melee basic attack, you gain a

Enhancement: Attack rolls and damage rolls +2 item bonus to the damage roll.

Critical: +1d6 damage per plus Level 12: +4 item bonus.

Power (Daily ✦ Arcane, Fire, Implement): Standard Action. Level 22: +6 item bonus.

As the warlock’s witchfire power. Bracers of the Perfect Shot

Level 3+

These enchanted armbands increase the damage you deal with a
ranged attack.

Lvl 3 680 gp Lvl 23 425,000 gp

Lvl 13 17,000 gp

Item Slot: Arms

Property: When you hit with a ranged basic attack, you gain a

+2 item bonus to the damage roll.

Level 13: +4 item bonus.

Level 23: +6 item bonus.

CHAPTER 7 | Equipment

244

ARMS SLOT ITEMS Price (gp) Shield of Defiance Level 8+ ARMS SLOT ITEMS
Lvl Name 520
680 This enchanted shield provides immediate healing after you
2 Bracers of mighty striking (heroic tier) 680 receive a critical hit.
3 Bracers of the perfect shot (heroic tier)
3 Shield of protection (heroic tier) 1,000 Lvl 8 3,400 gp Lvl 28 2,125,000 gp
5 Bashing shield (heroic tier) 2,600
7 Bracers of defense (heroic tier) 3,400 Lvl 18 85,000 gp
8 Shield of defiance (heroic tier) 5,000
10 Guardian shield (heroic tier) 13,000 Item Slot: Arms
12 Bracers of mighty striking (paragon tier) 13,000
12 Shield of deflection (paragon tier) 17,000 Power (Daily ✦ Healing): Immediate Reaction. You can use
13 Bracers of the perfect shot (paragon tier) 17,000
13 Shield of protection (paragon tier) 21,000 this power when a critical hit is scored on you. You can
14 Shield of warding (paragon tier) 25,000
15 Bashing shield (paragon tier) 45,000 spend a healing surge.
16 Dragondaunt shield (paragon tier) 65,000
17 Bracers of defense (paragon tier) 85,000 Level 18: Regain an additional 2d6 hit points.
18 Shield of defiance (paragon tier) 125,000
20 Guardian shield (paragon tier) 325,000 Level 28: Regain an additional 4d6 hit points.
22 Bracers of mighty striking (epic tier) 325,000
22 Shield of deflection (epic tier) 425,000 Shield of Deflection Level 12+
23 Bracers of the perfect shot (epic tier) 425,000
23 Shield of protection (epic tier) 525,000 This enchanted shield reduces the damage you suffer from ranged
24 Shield of warding (epic tier) 625,000 attacks.
25 Bashing shield (epic tier) 1,125,000
26 Dragondaunt shield (epic tier) 1,625,000 Lvl 12 13,000 gp Lvl 22 325,000 gp
27 Bracers of defense (epic tier) 2,125,000
28 Shield of defiance (epic tier) 3,125,000 Item Slot: Arms
30 Guardian shield (epic tier)
Property: Gain resist 5 to damage from all ranged attacks.

Level 22: Resist 10 to damage from all ranged attacks.

Shield of Protection Level 3+

This enchanted shield can be activated to provide you and an ally
with magical protection for a short time.

Lvl 3 680 gp Lvl 23 425,000 gp

Lvl 13 17,000 gp

Item Slot: Arms

Power (Daily): Standard Action. You and an adjacent ally

gain resist 10 to all damage until the end of your next

turn.

Level 13: Resist 15 to all damage.

Level 23: Resist 20 to all damage.

Dragondaunt Shield Level 16+ Shield of Warding Level 14+

This ornate shield provides extra protection against dragon Activate the power of this shield to reduce the damage an ally
attacks and can be activated to reduce the damage of an suffers.
area attack.
Lvl 14 21,000 gp Lvl 24 525,000 gp
Lvl 16 45,000 gp Lvl 26 1,125,000 gp
Item Slot: Arms
Item Slot: Arms
Power (Daily): Immediate Interrupt. You can use this power
Property: You gain resist 5 to all attacks of dragons.
when an adjacent ally is hit by an attack. That ally gains
Level 26: Resist 10 to all attacks of dragons.
resist 15 to any damage from the attack.
Power (Daily): Immediate Interrupt. You can use this power
Level 24: Resist 20 to any damage from the attack.
when you are hit by an area or a close attack. Reduce the

damage dealt by the attack to you and each adjacent ally

by 10.

Level 26: Reduce damage by 15.

Guardian Shield Level 10+

Activate the power of this shield to defend an ally from attack.

Lvl 10 5,000 gp Lvl 30 3,125,000 gp

Lvl 20 125,000 gp

Item Slot: Arms

Power (Daily): Immediate Interrupt. You can use this power

when an adjacent ally is hit by an attack. You are hit by

the attack instead. You then gain resistance to all damage

equal to half the damage dealt by the attack (if any) until

the start of your next turn.

Level 20: Protect an ally within 5 squares of you.

Level 30: Protect an ally within 10 squares of you.

CHAPTER 7 | Equipment

245

Feet Slot Items Boots of Striding Level 9

Boots and greaves contain powers that enhance your These enchanted boots increase your speed if you wear light
speed, provide additional movement, or otherwise armor or no armor.
assist you in movement-related situations.
Item Slot: Feet 4,200 gp
FEET SLOT ITEMS Property: Gain a +1 item bonus to speed when wearing light
Lvl Name
or no armor.
2 Acrobat boots
3 Catstep boots Price (gp) Boots of Striding and Springing Level 14
4 Wavestrider boots 520
5 Boots of spider climbing 680 These enchanted boots increase your speed if you wear light
7 Dwarven greaves 840 armor or no armor and enhance your jumping capability.
9 Boots of striding
11 Elven boots 1,000 Item Slot: Feet 21,000 gp
12 Battlestrider greaves 2,600 Property: Gain a +1 item bonus to speed when wearing light
13 Winged boots 4,200
14 Boots of striding and springing 9,000 or no armor.
16 Eladrin boots 13,000 Property: Gain a +2 item bonus to Athletics checks made to
22 Boots of balance 17,000
28 Boots of the infinite stride 21,000 jump.
45,000
325,000 Catstep Boots Level 3
2,125,000
These enchanted boots reduce falling damage and enhance your
acrobatics and athletics skills.

Acrobat Boots Level 2 Item Slot: Feet 680 gp
Property: When you fall or jump down, you take only half
These enchanted boots enhance your acrobatic skills.
normal falling damage and always land on your feet.
Power (Daily): Free Action. Gain a +5 power bonus to your

next Acrobatics check or Athletics check.

Item Slot: Feet 520 gp Dwarven Greaves Level 7
Property: Gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Minor Action. Stand up from prone. This enchanted leg armor, crafted in the dwarven tradition, can
be activated to negate a pull, a push, or a slide effect.

Battlestrider Greaves Level 12 Item Slot: Feet 2,600 gp
Power (Daily): Immediate Interrupt. You can use this power
This enchanted leg armor increases your speed when wearing
heavy armor. when you are hit by a power that has a pull, a push, or a
slide effect. You negate the forced movement.
Item Slot: Feet 13,000 gp
Property: Gain a +1 item bonus to speed while wearing Eladrin Boots Level 16

heavy armor.

Boots of Balance Level 22 These enchanted boots, crafted in the eladrin tradition, increase
your teleport distance.

These enchanted boots greatly increase your acrobatic skills. Item Slot: Feet 45,000 gp
Property: Add 2 to the maximum range of any teleport you
Item Slot: Feet 325,000 gp
Property: Gain a +5 item bonus to Acrobatics checks. make (other than that provided by these boots).
Power (Daily): Free Action. Reroll an Acrobatics check you Power (Daily ✦ Teleportation): Move Action. Teleport up to

just made. Use the new result. 5 squares (or up to 10 if you’re an eladrin).

Boots of the Infinite Stride Level 28 Elven Boots Level 11

These enchanted boots allow you to teleport once per day. These enchanted boots, crafted in the elven tradition, can be ac-
tivated to increase your speed and to enhance your stealth for a
Item Slot: Feet 2,125,000 gp short time.
Property: Gain a +1 item bonus to speed.
Power (Daily ✦ Teleportation): Move Action. Teleport up Item Slot: Feet 9,000 gp
Power (Encounter): Minor Action. Gain a +2 power bonus
to 1 mile (line of sight and line of effect to the destination
are required). to speed and Stealth checks until the end of your turn.

Boots of Spider Climbing Level 5 Wavestrider Boots Level 4

These enchanted boots enhance your ability to climb. These enchanted boots allow you to walk across liquid as if it were
solid land.

Item Slot: Feet 1,000 gp Item Slot: Feet 840 gp
Property: When you make an Athletics check to climb, you Property: If you begin your turn standing on a solid surface,

can climb at your normal speed instead of one-half your you can move across liquid as if it were normal terrain. If
speed. you are still on liquid at the end of your turn, you fall in.
Power (Daily): Move Action. On this move action, you move Power (Daily): Minor Action. You can move across liquid
with a climb speed equal to your speed. surfaces as if they were normal terrain until the end of the
encounter.

CHAPTER 7 | Equipment

246

Winged Boots Level 13 HANDS SLOT ITEMS Price (gp) HANDS SLOT ITEMS
Lvl Name 360
These enchanted boots protect you from falling damage and can 680
be activated to allow you to fly for a short time. 1 Burglar’s gloves
3 Gloves of piercing 1,000
Item Slot: Feet 17,000 gp 5 Gauntlets of ogre power 1,800
Property: You take no damage from a fall and always land on 6 Shadowfell gloves (heroic tier) 3,400
8 Gauntlets of the ram 13,000
your feet. 12 Rogue’s gloves 45,000
Power (Daily): Move Action. Fly a number of squares equal 16 Shadowfell gloves (paragon tier) 85,000
18 Gauntlets of destruction 425,000
to your speed. At the end of your turn, you float down to 23 Guildmaster’s gloves 1,125,000
the ground if you aren’t already there. 26 Shadowfell gloves (epic tier)

Hands Slot Items Guildmaster’s Gloves Level 23

Gloves and gauntlets contain powers that assist with These stylish black gloves greatly improve your thievery skills.
skill checks, increase attack and damage rolls, and
even allow you to reroll in some situations.

Burglar’s Gloves Level 1 Item Slot: Hands 425,000 gp
Property: Gain a +5 item bonus to Thievery checks.
These fingerless black gloves are embroidered with dark red sigils Power (Daily): Minor Action. Each time you make a Thiev-
and improve your thievery skills.
ery check during this encounter, roll twice and take the
Item Slot: Hands 360 gp higher result.
Property: Gain a +1 item bonus to Thievery checks.
Rogue’s Gloves Level 12

Gauntlets of Destruction Level 18 These enchanted black gloves moderately improve your thievery
skills.
These armored gloves enable you to deal more than minimum
damage when you make a melee attack. Item Slot: Hands 13,000 gp
Property: Gain a +3 item bonus to Thievery checks.
Item Slot: Hands 85,000 gp Power (Daily): Minor Action. Each time you make a Thiev-
Property: When rolling damage on melee attacks, reroll all 1s
ery check during this turn, roll twice and take the higher
until they come up as something other than a 1. result.

Gauntlets of Ogre Power Level 5 Shadowfell Gloves Level 6+

These oversized armored gloves increase your strength and can be These supple black gloves, woven with Shadowfell thread, are
activated to increase your damage. highly prized by wizards and warlocks.

Item Slot: Hands 1,000 gp Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Property: Gain a +1 item bonus to Athletics checks and
Lvl 16 45,000 gp
Strength ability checks (but not Strength attacks).
Power (Daily): Free Action. Use this power when you hit Item Slot: Hands

with a melee attack. Add a +5 power bonus to the dam- Power (Daily ✦ Necrotic): Minor Action. Change the dam-
age roll.
age type dealt by the next arcane power you use to necrot-

ic. Add 1d6 to the damage dealt by that power (if any).

Gauntlets of the Ram Level 16: Add 2d6 to the damage dealt.

Level 8 Level 26: Add 3d6 to the damage dealt.

These armored gloves bear the symbol of a ram’s head.

Item Slot: Hands 3,400 gp
Property: Add 1 square to the distance of any push effect you

create.

Gloves of Piercing Level 3

These enchanted gloves can be activated to ignore an opponent’s
resistances for a short time.

Item Slot: Hands 680 gp
Power (Daily): Minor Action. Until the end of the encounter,

your attacks ignore any resistance of 10 or lower.

CHAPTER 7 | Equipment

247

Head Slot Items HEAD SLOT ITEMS Price (gp)
Lvl Name 1,800
These items contain powers that enhance Intelligence- 2,600
based and Wisdom-based skills, increase damage, and 6 Horned helm (heroic tier) 3,400
enhance senses. 7 Circlet of authority 4,200
8 Diadem of acuity 5,000
Basilisk Helm Level 18 9 Helm of battle (heroic tier)
10 Helm of heroes (heroic tier) 13,000
This helm, carved to resemble a basilisk, can be activated to 12 Helm of the eagle 21,000
immobilize an enemy. 14 Goggles of night 45,000
16 Horned helm (paragon tier) 65,000
Item Slot: Head 85,000 gp 17 Crown of command 85,000
Power (Daily): Immediate Reaction. You can use this power 18 Basilisk helm 105,000
19 Helm of battle (paragon tier) 125,000
when an enemy within 5 squares of you makes a melee 20 Helm of heroes (paragon tier) 325,000
or a ranged attack against you. That enemy is immobilized 22 Helm of ghostly defense 425,000
(save ends). 23 Phoenix helm 625,000
25 Halo of fallen stars 1,125,000
Circlet of Authority Level 7 26 Horned helm (epic tier) 1,625,000
27 Iron of spite 2,125,000
This simple metal headband improves your diplomatic and 28 Ioun stone of true sight 2,625,000
intimidation skills. 29 Helm of battle (epic tier) 3,125,000
30 Helm of heroes (epic tier)
Item Slot: Head 2,600 gp
Property: You gain a +2 item bonus to Diplomacy checks and

Intimidate checks.

Crown of Command Level 17

This ornate crown greatly enhances your diplomatic and intimi- Helm of Battle Level 9+
dation skills.

Item Slot: Head 65,000 gp This simple helmet enhances the initiative of you and your allies.
Property: Gain a +4 item bonus to Diplomacy checks and
Lvl 9 4,200 gp Lvl 29 2,625,000 gp
Intimidate checks.
Power (Daily): Free Action. You can use this power Lvl 19 105,000 gp

when you or an ally within 5 squares of you rolls a poor Item Slot: Head
Diplomacy or Intimidate check. You or the ally rerolls the
check and uses the new result. Property: You and each ally within 5 squares of you gain a +1

item bonus to initiative checks.

Level 19: +2 item bonus.

Diadem of Acuity Level 29: +3 item bonus.

Level 8

This metal headband enhances your insight and perception skills. Helm of the Eagle Level 12

Item Slot: Head 3,400 gp This helm, carved to resemble an eagle, enhances your perception
Property: Gain a +2 item bonus to Insight checks and and can be activated to improve a ranged attack.

Perception checks. Item Slot: Head 13,000 gp
Property: Gain a +3 item bonus to Perception checks.
Goggles of Night Level 14 Power (Daily): Minor Action. Gain a +2 power bonus to

This eyewear provides you with darkvision. your next ranged attack roll this turn.

Item Slot: Head 21,000 gp Helm of Ghostly Defense Level 22
Property: Gain darkvision.

Halo of Fallen Stars Level 25 This misty helmet allows you to resist some necrotic damage and
can be activated to turn you insubstantial for a short time.

Tiny motes of sparkling light circle around your head like orbit- Item Slot: Head 325,000 gp
ing stars, enhancing your healing, nature, and religion skills. Property: Gain resist 10 necrotic.
Power (Encounter): Immediate Interrupt. You can use this
Item Slot: Head 625,000 gp
Property: Gain a +5 item bonus to Heal checks, Nature power when you are hit by an attack. You become insub-
stantial until the start of your next turn.
checks, and Religion checks.
Power (Daily ✦ Radiant): Immediate Interrupt. You can

use this power when an enemy makes a melee attack
or a ranged attack against you. That enemy takes 5d6
+ Charisma modifier radiant damage and is blinded
(save ends).

CHAPTER 7 | Equipment

248

Helm of Heroes Level 10+ Neck Slot Items NECK SLOT ITEMS

This ornate helmet makes you and your allies less susceptible to Amulets and cloaks grant an enhancement bonus to
fear effects and can be activated to improve an ally’s attack. Fortitude, Reflex, and Will defense.

Lvl 10 5,000 gp Lvl 30 3,125,000 gp

Lvl 20 125,000 gp Amulet of False Life Level 9+

Item Slot: Head

Property: You and each ally within 10 squares of you gain a This dark blue amulet with a crimson center increases your
defenses and can be activated to grant you temporary hit points.
+2 item bonus to saving throws against fear effects.

Level 30: +5 item bonus. Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp

Power (Daily): Free Action. Use this power when you grant Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp

an ally a basic attack. That ally can take a standard action Lvl 19 +4 105,000 gp

instead. The ally gains a +2 power bonus to any damage Item Slot: Neck

rolls made during that standard action. Enhancement: Fortitude, Reflex, and Will

Level 20: +5 power bonus to damage rolls. Power (Daily): Minor Action. Use this power when you are

Level 30: +10 power bonus to damage rolls. bloodied to gain temporary hit points equal to your heal-

ing surge value.

Horned Helm Level 6+

This horned helmet increases the damage you deal when making Amulet of Health Level 3+
a charge attack.
This golden amulet increases your defenses and resists poison.

Lvl 6 1,800 gp Lvl 26 1,125,000 gp Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
425,000 gp
Lvl 16 45,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 2,125,000 gp

Item Slot: Head Lvl 13 +3 17,000 gp Lvl 28 +6

Property: Your charge attacks deal an extra 1d6 damage. Item Slot: Neck

Level 16: 2d6 extra damage. Enhancement: Fortitude, Reflex, and Will

Level 26: 3d6 extra damage. Property: Gain resist 5 poison.

Level 13 or 18: Resist 10 poison.

Ioun Stone of True Sight Level 28 Level 23 or 28: Resist 15 poison.

This dark blue rhomboid stone floats lightly in the air, granting Amulet of Protection Level 1+
you darkvision and greatly enhanced insight and perception.
45,000 gp
Item Slot: Head 2,125,000 gp This light blue amulet increases your defenses. 225,000 gp
Property: Gain darkvision and a +6 item bonus to Insight 1,125,000 gp
Lvl 1 +1 360 gp Lvl 16 +4
checks and Perception checks.
Power (Daily): Minor Action. You can see invisible creatures Lvl 6 +2 1,800 gp Lvl 21 +5

as if they were visible. Lvl 11 +3 9,000 gp Lvl 26 +6
Sustain Minor: The power remains in effect.
Item Slot: Neck

Enhancement: Fortitude, Reflex, and Will

Iron of Spite Level 27 Cloak of Feywild Escape Level 20+

A spiked metal sphere, slightly smaller than your fist, hovers near This cloak of dark green swirls increases your defenses and can be
your shoulder and gives off black sparks. It greatly enhances your activated to allow you to briefly gain respite in the Feywild.
arcana and intimidate skills.
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Item Slot: Head 1,625,000 gp Lvl 25 +5 625,000 gp
Property: Gain a +6 item bonus to Arcana checks and Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Intimidate checks. Power (Daily): Move Action. Choose an ally you can see.
Property: Any enemy that hits you with a melee attack takes
You disappear from the world until the start of your next
1d10 necrotic damage. turn, at which point you appear in any unoccupied space
within 5 squares of the chosen ally.
Phoenix Helm Level 23

This helm, carved to resemble a phoenix, increases your percep- Cloak of Invisibility Level 23+
tion and can be activated to improve a ranged attack.

Item Slot: Head 425,000 gp This gold-hemmed cloak increases your defenses and can be acti-
Property: Gain a +5 item bonus to Perception checks. vated to turn you invisible for a short time.
Power (Daily ✦ Fire): Minor Action. Gain a +2 power bonus
Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp
to your next ranged attack roll this turn. If that attack hits, Item Slot: Neck
it deals an extra 2d8 fire damage. Enhancement: Fortitude, Reflex, and Will
Power (Daily ✦ Illusion): Standard Action. You become

invisible until the end of the encounter or until you are hit
by a melee attack or a ranged attack.

CHAPTER 7 | Equipment

249


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